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terox

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Everything posted by terox

  1. terox

    Zeus Gaming Nights

    Fish has created a tutorial video which will aid those wanting to set up Yoma's addon sync http://ghostsofp.com/Videos/ZeusAddonSynch/ZeusAddonSynch.html Thanks Fish
  2. terox

    Zeus Gaming Nights

    Your welcome, glad to have you
  3. The entire AI detection system has many elements involved. 1) Speed at which you move, (Better to walk instead of run, better to crawl instead of walk) 2) Your camouflage value 3) The ai's sensitivity of hearing 4) Time of day 5) The weapon you use Often they fire through bushes not because they know where you are but because they think they know where you are. (Did you change direction after firing and hiding, or did you continue on the same vector allowing the AI to have a better guess) When you fire prone, do you roll to one side before getting up, or do you just stand up where you fired? Some models do have view blocking lods, poorer quality ones dont. The outcome of all this, is there are some issues with the ai's accurateness in guessing, but there are also ways to help yourself as a player. This is not a one sided issue with BIS, although there is an element of this that BIS can improve
  4. terox

    onUserConnected + message

    The statement is executed only on the server, not on the joining player's computer, nor on any other client. More importantly, if the addons/mods you are running use OnPlayerConnected, your OnPlayerconnected command will overwrite theirs, so wherever possible you should refrain from using such command Think of this command as a global variable command, it can only have 1 value and the last stated value is the one the server will run The only realistic options are the MOTD and add the addon requirements to your Gamespy Server title. Having done all that, you would then need the player to read the information available in the browser, which is highly unlikely No perfect answer for this unfortunately
  5. Yes this is the most important bug in the entire game. It really needed to be fixed, how did we survive without it:yay:
  6. terox

    Zeus Gaming Nights

    Nice to have you on the server, see ya next session
  7. terox

    Zeus Gaming Nights

    well hopefully you will get in on Sundays session m8, look forward to seeing you then the main game server is called #Zeus 1
  8. terox

    Zeus Gaming Nights

    If you continue to have problems, then drop on our TS3 server any night but a gaming night, plenty of guys to help you out (Same IP as our TS2 server ) teamspeak.zeus-community.net The tool and set up are very stable, it could be possible, that when you tried to connect, it was temporarily down while being updated
  9. terox

    Arma 3!!! Your Expectations

    As soon as they go into combat mode in an mp environment they stop following orders to the letter, this spoils it for those who used to have control over them in OFP, see this thread for more details http://forums.bistudio.com/showpost.php?p=1638077&postcount=12
  10. terox

    Arma 3!!! Your Expectations

    My expectations of ArmA3 firstly is there going to be one? If the "Local Bug" (Where AI will not disembark a vehicle when the player group leader orders them to do so, while the vehicle is being crewed by another player) has not been fixed after over 8 years in existence, then i dont expect anything else from the game other than catering for the mass 1st person shooter market. (Cosmetics and bulls**t) I dont expect the important elements of AI command and control from a player group leader to have been addressed. e.g. 1) Stay down when told to get down 2) Hold fire when ordered to do so 3) Keep in formation no matter what the player pace of movement 4) Dont have dizzy fits and go off on one when entering combat mode, (never to return to normality) If it's important dont fix it If it's not required, add it Thats what i expect Although I still love the game What I would like Cargo system, allowing loading and unloading, carrying and dragging of equipment such as ammo crates, barrels etc Selection of mines / booby traps and trip wires Engineers to be upgraded with EOD search capabilities Equipment that works, such as carryable ladders, wire cutters and mine detectors
  11. terox

    ArmA II multiplayer

    Check the newcomers guide to multiplayer linked too in my signature file
  12. For an oversite into what is required to play Multiplayer check out the following Guide Latest version: ArmA2 MP Guide (latest version 10th Jan 2010) You should find it useful and if you do, could you reply in the following thread to bump it so that others that are stuck can easily find it http://forums.bistudio.com/showthread.php?t=93078
  13. The basic problem here, is that Local client controlled AI seems to run the same A.I control code as Serversider AI. (e.g FSM's etc) BIS have dramatically improved the A.I as an enemy force, eg against coop players and with that they have lost the control that we players had over our A.I back in OFP days What actually seems to happen is Once they enter "Combat Mode" you lose control over them to a rather large extent. The solution to this would be for BIS to recode an ( if client, if server) switch into the A.I control. However unfortunately, it would appear (AND I MAY BE WRONG) that BIS does not want to spend time and effort coding A.I to do this, probably because they dont see , as a general rule, players wanting to have A.I in their group. This assumption would also (UNFORTUNATELY) appear to be true, as a general rule even in coop play, their are relatively few community missions that implement A.I in player groups other than as respawn units. This issue has I believed caused a lot of OFP players to abandon ArmA1 and 2 . I believe this is a massive oversite and needs to be corrected. What we need. (Client side only) 1) AI to hold fire when told to do so 2) AI to keep up at whatever pace the player group leader is moving at 3) AI to keep formation when told to do so 4) AI to stay down, stay up when they are told to do so 5) AI to move wherever they are told to do so (They dont even do this in higher command when in combat mode) 6) AI to get out of the vehicle when ordered to do so, while another player is in the same vehicle (This is an 8 year old bug that for gods sake still hasn't been fixed (Although It has been mentioned that VBS2 no longer has this issue)) 7) Support waypoint to work in multiplayer I believe I speak for the majority of players who have shown interest in this thread that we simply want the A.I to do as they are told when they are told by a Player group leader. But for godsake dont effect server side A.I in this way they have been improved quite a lot If these issues were resolved then those communities that wanted too could then increase the friendly orbats from say a couple of squads to a full company, using the players to control groups of A.I effectively as group leaders. For example, our Coop community has a turn out of up to 25 players, at present mainly because of the A.I control issue we play 2 to 3 squads and a support team, mostly playable slots and mostly disabling the A.I slots. In OFP with this turnout we could field an orbat somewhere between an extended platoon to a company, with a lot of players taking group leader roles commanding a full A.I squad. We would also utilise group respawn (Which then worked on all units in the group, not just playable units, This is another negative factor that ArmA created)) We had this in OFP and we (Those that used to play this way) severely miss it now The engine itself, with the current hardware specs that exist can now easily accomodate A.I company v Player controlled company battles. The engine was I believe designed to incorporate Player controlled A.I groups and this is one of the major features that makes the B.I engine stand out from the rest. So please please please consider implementing the above listed features as they at present have a very negative effect on cooperative play for the communities out there that want to control AI squads
  14. terox

    Where to Multi-Play?

    New to multiplayer, try reading this guide..... ArmA2 MP Guide (latest version 10th Jan 2010)
  15. terox

    Old style coop?

    The zeus server plays nothing but "Old Style" Coops We meet twice weekly, Sunday and Thursday evenings (Player turn out tends to be anything from 15 to 25) We dont run with a password, we dont have any "Rank" organisation, we are just a bunch of guys whom kick back and relax while shooting at pixels All the information you need can be found in the links in my signature, especially the zeus manual. You will need Teamspeak 2 (We use this for gaming nights because of channel commander functionality) If you need help with setting anything up jump on our TS3 server (Same IP << teamspeak.zeus-community.net >> ) (Any time other than during a gaming session) Most guys that hang around on it are more than capable of helping you We have voluntary mission commanders, who lead mission and voluntary group leaders to take control of the squads/fireteams So if you are looking for mature, laid back but organised coop play, come and have a session with us. Not only All are welcome, we'd also love to see some fresh faces
  16. You used to be able to create a hosts.txt file with the IP's of your favourite servers and quickly browse those listed using the LAN tab, even though they werent on LAN Alas another thing broken/removed
  17. terox

    Lack of multiplayer teamwork.

    Touched a soft spot did I ? Trying to defend your gamestyle of PvP. Why? I didnt see it threatened Oh by the way, I am fully capable of stating my own opinions, there is no need to assume I meant something that I didnt say Try some more coffeeIf the servers you mentioned do indeed have the majority of the players on the same teamspeak server, then in essence you should be agreeing with my point about To try and state that a public server that is open to all, (Be it coop or PvP) with no restrictions on language, or requirement to be on the game server's voice comms application and that the teamwork on that server is en mass rather than split into small pockets of players who are communicating with one n other, in my opinion is rather far fetched. A PvP player may want to just do his own thing and not work as part of a team, this is fairly acceptible on a Dom or Warfare server, but in a coop (cooperative) environment, it is not as easily accepted for the pure essence of what Coop is. There is a reason why a lot of servers close their doors to the public, and that is all to do with creating good teamwork environment without the chance of a rogue element joining mid game and screwing the mission up. One of the essential differences between PvP and CoOp is the pace of the game. PvP being much faster and with that (for real teamwork) the ability to control and coordinate these players who can be spread out all over the place, either at respawn or cowboying or trying to work together is far more difficult than in a coop, simply because of the speed at which things occur and the mentality of SOME players. Also the typical commercial missions have multiple objectives which causes disorganisation as Player A trys to capture point A while Player B trys to capture point B. I was a fervent PvP player back in the OFP days, even involved in a competition clan. I then switched to CooP and with the right guys with the right attitude, I find a well organised CooP far more fulfilling than a "Get shot, respawn, go capture town" cycle with only X% of players working together. So my opinions are based on a perspective of one who has tried both types of BIS gaming. I am sure there is a server out there that can provide good teamwork in a PvP environment, however I dont believe you will find it in the public domain and if you think you have, I would beg to differ for the reasons stated above The point is where can you find TEAMWORK, as in everyone is working together You will need to find a server with some form of restricted access, eg requiring you to be on a voice comms server or download an addon pack, or need a password That server needs to be well run, well organised with mature admins, not teenyboppers essentially not public domain
  18. terox

    Zeus AI Combat Skills

    Having the addon loaded, eg via a mod folder automatically runs them using the addon. The addon itself reconfigures the settings, overwriting BIS values
  19. terox

    Lack of multiplayer teamwork.

    Teamwork requires communications between players In your standard public domination/warfare server game, you may find small pockets of teamwork going on, but certainly not larger scale unless every player is on the same comms server, eg Teamspeak for example and they all speak the same language releatively well. If you really want to play the game as intended, then you need to get yourself off the public domain track and find yourself a decent gaming community that uses a voice comms server (V.O.I.P is not really that good), check out their requirements from their website, eg addons etc etc and try it out PvP in essence does not provide large scale teamwork, CooP however on the right server with a bunch of mature guys will give you that. Joining a community server without being able to converse with the majority of players on their and finding one that does not have a "Mission Commander" will do nothing more than frustrate you. They are out there, but you have to put the effort in to find them
  20. terox

    Community Gameserver Loader

    I have to agree with PogMoThoin unfortunately Scale. For addon management we use our own backend scripted system which utilises Yoma's and for server control we use a remote application. It has also been mentioned that O.A will have some form of addon management system incorporated into the engine :( What I can gather from the information, is that your system would be most useful to a server than constantly switches modsets This from a gaming community point of view would most likely happen on a test server not a production server due to the high user support required to inform the clients what they need to run Others may have a different point of view and if so good luck with it
  21. it depends what side the vehicle is seen as, try adding the following code to the vehicle init line "this setcaptive true" if the vehicles are empty. If they are sometimes manned add a get in, get out event handler to reset the setcaptive state
  22. terox

    Addons on a server...

    Zeus AI also improves their abilities
  23. the Multiplayer guide in my signature file should help you out a lot and also the zeus community manual (also in my signature file) will also explain how to set up Yoma's addon sync tool, which will make it much easier for you to grab and keep ACE mod updated
  24. terox

    Could I have your help please?

    Hi Mick, check out the Guide to multiplayer in my signature, that should help you a lot. Also might be worth checking out the community manual we have, (also in my signature) although we are in a different time zone to you, some of the tutorials in there apply to a lot of communities
  25. terox

    Help a fellow SNIPER out

    warping effect is managed by the server config value for "minerrortosend" server cfg value for "MinErrorToSend" has the greatest effect on warping. Setting too low a value causes jip lag, setting too high a value causes excessive warping In addition high ping values to the server and low bandwidth will also have some effect oh btw, snipers tend not to shoot at moving targets :-) so warping shouldnt even come into it
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