terox
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Everything posted by terox
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Which do you play more? Huge PVP MP battles or small coop missions?
terox replied to BF2_Trooper's topic in ARMA 2 & OA - MULTIPLAYER
My favourite style of gameplay is Platoon v platoon or larger 2 sided coop/pvp with AI under your control Utilising air and armoured assets Group respawn at most fighting against each other to achieve a realistic objective in an organised and methodical manner Each side working as one team following orders from their overall commander and trying to minimise casualties Not a repetitive cycle of retaking a town or flag with at most small isolated groups of players working together as a team with no interest in how many times they have been killed or what other players on their side are up too. The engine was designed for player controlled ai large scale battles using all arms and it's rarely used that way One slight problem though, AI since OFP don't do as they are told. If you ask them to hold fire, whether they do or not is all down to how they feel The developers could recode their fsm's to actually follow orders to the letter on a clientside machine and leave the server side AI just as they are, then the use of AI ingame would improve quite dramatically. As it is right now, trying to approach a position with AI, unseen is nigh on impossible. -
The following manual has a section dedicated to setting up teamspeak, it may help some of you Zeus manual http://zeus-community.net/important/zeusmanual.pdf The following is a set of Keybindings that you can Import into your teamspeak client which may help some of you Teamspeak KeyBindings http://zeus-community.net/important/Zeus_keybindings_05_09_2009.exe ================================================== ================================================== The reason why a lot of communities use Teamspeak over other applications is due to the ease of setting it up, server side configuration functionality that it offers over other applications The reason why Communities use a 3rd party applications for their communications package is. They need a 3rd part comms application anyway, for "Out Of Mission" activities, eg during reassignment, or just chilling out when online with their community mates. Quite frankly because the BI VOIP application simply isnt good enough. It's an absolute pain in the ass when your players are using 2 different applications for communications, having to deliver the same orders or message to 2 different groups I have been running a teamspeak service for our community for approximately 7 years now. I have looked at the functionality and set up of other voice comm applications and rejected them. Mumble is getting there, but it's GUI is poor and back end awful. Yes it has better voice clarity than TS2, but the clarity of TS2 is more than acceptable anway. I won't be switching to another app in the near future, I am however eagerly awaiting the first Beta of TS3, which is due out at the end of 2009. The beauty of Teamspeak is the ability to Whisper to X Set Up Channel commander and set KeyBindings for all sorts of functionality. Let me explain how we use some of the functionality Firstly we use 2 "FAMILY" Channels 1) BLUFOR 2) OPFOR wthin these Channels we set up SUBCHANNELS eg BLUFOR Channel 0 HQ Mission Commander (Channel Commander) Whisper to Channel Commanders in Channel Family HQ Player 2 HQ Player 3 Artillery Fire Controll Officer (Channel Commander) Whisper to Channel Commanders in Channel Family [*]Channel 1 Alpha Squad leader (Channel Commander) Whisper to Channel Commanders in Channel Family Alpha Player No.2 Alpha Player No.3 Alpha Player No.4 Alpha Player No.5 Alpha Player No.6 (Server Admin) Whisper to Channel Familys Everyone in Blufor and Opfor Alpha Player No.7 Alpha Player No.8 [*]Channel 2 Bravo Squad leader (Channel Commander) Whisper to Channel Commanders in Channel Family Bravo Medic Player No.2 HQ Sniper attached to Bravo Channel 3 Bravo Fireteam 1 leader (Channel Commander) Whisper to Channel Commanders in Channel Family Bravo Fireteam 1 Player No.2 Bravo Fireteam 1 Player No.3 Bravo Fireteam 1 Player No.4 [*]Channel 4 Bravo Fireteam 2 leader (Channel Commander) Whisper to Channel Commanders in Channel Family Bravo Fireteam 2 Player No.2 Bravo Fireteam 2 Player No.3 Bravo Fireteam 2 Player No.4 [*]Channel 5 [*]Channel 6 [*]Channel 7 [*]Channel 8 [*]Channel 9 We have 3 levels of comms 1) GLOBAL Net Used mainly by server admins to communicate with everyone in any channel on Blufor or Opfor at the same time, for Admin type issues, such as restarting server, mission etc. or By Teamspeak players to tell the admin they have some numpty team killing 2) Command Net This is the network used solely by Key personnel such as group leaders, mission commanders etc. Enabling CHANNEL COMMANDER and setting up a keybidning to "WHISPER TO CHANNEL COMMANDERS IN < SAME > CHANNEL FAMILY they can then talk directly to other channel commanders in different channel without spamming to every player in every Blufor Subchannel 3) Local net This is Inter group or Inter squad comms, eg normal Teamspeak "Chat" key which allows players in the same channel to talk with one n other. As per the example above. Imagine a mission, that has been created using the following BI Group setup PLATOON HQ SQUAD HQ ... Fireteam 1 ... Fireteam 2 1) Mission commander wants the squads split into seperate channels 2) Alpha Squad leader wants all his fireteams to share the same channel (His discretion) and asks the guys in the channel to use BI VOIP Group chat for inter fireteam chat, so as not to create too much spamming on Teamspeak 3) Bravo Squad Leader wants to put his fireteams into various channels 4) At some point during the mission, the Mission commander assigns his Sniper to Bravo squad. ..... The Sniper then quickly changes to Bravo's channel, to join their local net. (This can be done via keybindings (Switch to channel X) without having to minimise the game Players with channel commander switched off (Default) cannot hear the spam from command net. Asd a community we have our comms procedures well in place We also have a downloadable KEYBINDINGS file (.kbn) that can be imported into teamspeak to help a member set up their keybindings. To manually set up your keybindings: goto your teamspeak taskbar and select the following menu item 1) < SETTINGS \ keysettings \"ADD" > ideally you could do with setting up keys for TOGGLE - CHANNEL COMMANDER allows you to turn Channel Commander on/off, this can also be done via a mouse by selecting the SELF menu from the teamspeak Task bar WHISPER TO - CHAN.COMMANDER - in CHANNEL FAMILY for servers that have subchannels for Blufor/Opfor WHISPER TO - CHAN.COMMANDER - ALL for servers that dont use subchannels for Blufor/Opfor ====================================================== ====================================================== ====================================================== MOST IMPORTANTLY SET YOUR TEAMSPEAK SETTINGS / Sound Input - Output ... voice send method * "Push to talk" (Most of our members use LEFT Ctrl as their assigned Push to talk key) NB>>> do not leave it on the default "Voice Activation" as other TS users will get annoyed every time you breathe into your microphone or tap a key I Hope this was of some help. For those who are looking for a good coop/pvp home, try ZEUS http://forums.bistudio.com/showthread.php?t=85268 ====================================================== ====================================================== ======================================================
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Artillery Support System Package: Released
terox replied to soccerboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Same issue as nevo_77 and also here is the RPT file output for your example mission -
What's so great about Teamspeak?
terox replied to waterinthefuel's topic in ARMA 2 & OA - MULTIPLAYER
Although Teamspeak 2 is ageing now, and the voice quality may not be as good a mumble it is still pretty good. It also has advantages that the present version of Mumble does not have such as Whisper to ..... Channel commander to name but a few It's advantage over ventrilo among other things is the cost of hosting it. The reason why servers use teamspeak, or alternative comms applications is quite simply because the ingame voip just isnt as good nor as flexible. Playing large scale co-ops, pvp's, platoon to company sized missions and general community chit chat is so much easier to run and manage via these applications. I have no idea why you are having so much of an issue installing teamspeak as it is very stable and well tested in 32 and 64 bit versions of XP, VISTA and even WIN7. If you have a look at the following document, there is a section in there all about setting up teamspeak. maybe you will find this useful. Zeus Community manual My advice to you is install Teamspeak, you will most defintely find that it enhances your gameplay Teamspeak 3 may be released this year, we have been waiting for the new version for several years now, and it is expected to blow the competition away. Our community has been running it for 6, 7 years now and we wouldnt be without it Communicating with VOIP players is a pain in the butt -
ArmA 2 - Server Ban List - ?
terox replied to Calcutter's topic in ARMA 2 & OA - Servers & Administration
IRC has #Help channels Maybe it's about time BIS ran a dedicated server using a selective bunch of admins and was used to show newcomers (I hate the word newb's, so derogatory) how to integrate into the game. Documentation has also never been a stong point of theirs and maybe the Game manual should also have a section on how not to irritate other players and wreck their gaming session. I do not agree at all with a public ban list. 1) Standards of adminning vary massively from one server to another and there is no way you can be sure someone was banned for the right reason unless you monitor the situation yourself, or trust the word of the admin who activated the ban 2) A player's ID should not be bounced around in public display. I am absolutely gobsmacked that the Forum Moderators have not deleted those few posts that display them. Unfortunately, to increase a community's numbers means public gaming sessions, with this comes the chance of an idiot teenager logging onto the server and teamkilling half a squad in the middle of a coop that you have been playing for the last hour or so. How you deal with that, or defend against it is down to the individual community leaders and their policy's. I've been running OFP/ArmA servers for 7 years now and having tried various systems to defend against this, these are the options and their side effects as I see them Golden Rule, for every step you take to restrict players from joining your server, you lose 50% of the clientel that you could have 1) Passworded servers PRO'sThis obviously stops anyone joining that cannot get their act together and find your website or teamspeak server to get the password This tends to stop the mindless morons intent on spoiling your gaming session Cons Very slow to stagnant increase in your player base 2) Lock Server after Mission Start I am leaning towards this for ArmA2 gaming PRO'sThis gives you a chance to check the current player list and see the communication level you can expect from players not on your teamspeak server prior to mission start. Your regular players joining a mission late can easily request the admin to unlock the server via teamspeak, so they can get in. This also stops the "chance gamer" logging onto your server in mid mission and screwing up the mission because they havent got a clue whats going on and then either walk straight into the enemy or teamkill friendlies CONS Not sure there is any. This does increase the player base albeit slowly which is more managebale because you can spend more time teaching individuals how to integrate iwith their squad/team and the mission 3) Addon Servers PRO'sThis obviously stops anyone joining that cannot get their act together and find your website to download your addon pack Cons Stagnant Player base growth, not even enough to replace those who naturally drift off 2)Other Options You can implement scripts into your missions which deter or stop teamkilling For example A killed event handler script using a publicvariable event handler verify's that a Teamkill has occured The script then Immediately removes the teamkillers weapons preventing further deaths (possibly blackout his screen or kill the individual, or whatever else you feel like doing) The script informs all the Players who killed who Admin can then decide what action to take and more importantly gives him a chance to question the individual. Scripts can also be used to lock vehicles making them only enterable by certain classes You could even develop an "Admins Dialogue" (Oh if only the comref had "IsAdmin") Those who open their doors to Newcomers tend to do so because they want bigger numbers of players for larger missions. I think the best approach is to select the maturist and most sensible players in your community to admin Dont rush into BAN decisions without investigating the problem Create a place on your website where "Offenders" can plead their case, which tends to be only used by those who "made a mistake" or where an admin made a rash decision. If you want to share a ban list, do so via PM's with community admins who's decisions you would trust and TALK to the players when they JIP in, try and HELP them, some want to learn and these will return again and again. Others are just absolute selfish teenage tw**s who need a good kicking Implement some "Idiot scripts" into your mission so you can recover some gameplay from Mr. Idiot's activities -
EUREKA!! How to select color groups solved (undocumented).
terox replied to BeerHunter's topic in ARMA 2 & OA - TROUBLESHOOTING
To preset the colour groups in the mission editor, so that they start an MP mission already configured that way, use the following code, placed in the Unit's init field call {[this] spawn {sleep 2; (_this select 0) assignTeam "RED"}}; Replacing "RED" with the various team colours available -
SERVER UPDATE The server now runs "verifySignatures = 1;" This blocks any player trying to connect to our server with any addons that are not in our "Allowed List" This list is available fromm the reference section of our Community Manual, Linked too below This has been implemented for various reasons including fixing stability issues caused by players connecting while running some poorly written addons. ZEUS COMMON ADDON PACK UPDATED Now at Version 1.01 Our add-on pack contains client side only add-ons. You do not need them to play on our server, none of the missions require them. However we feel they enhance your gaming experience and therefore advise you to download and install them. Our Community manual has a tutorial which explains how to set up a mod folder to run these addons and also a full listing of the content in it's "Reference" section Download it from Zcommon_1.01Full.exe TEAMSPEAK KEYBINDINGS UPDATED Over the past couple of gaming sessions we have re-attempted to use Channel Commander for Command net communications in Teamspeak. After ironing out a few teething issues, we have now reached a point where it is now used fairly efficiently and therefore a new set of keybindings have been created to add this functionality Our community manual has a tutorial on how to install Download it from Latest Teamspeak Keybindings ZEUS COMMUNITY MANUAL UPDATED This has been updated to reflect the above changes Grab the latest from Zeus Community Manual
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We have traditionally played on those two nights, we have always found it to have the highest turn out However we do have things in the pipeline for other nights and would love to get back to 24/7 coverage I used to be all for CTF and C&H (PVP) However I now find those type of missions nothing more than a fragfest, which other games cater for far better. I find it much more entertaining to work with others in a coop to achieve an end goal, than I do being a loner on some CTF mission which are rarely well led if led at all. ArmA was built for large scale battles and we believe we fully exploit that
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Dedicated Server as Windows Service
terox replied to blackettle's topic in ARMA 2 & OA - MULTIPLAYER
I have to second this. -
ArmA 2 - Server Ban List - ?
terox replied to Calcutter's topic in ARMA 2 & OA - Servers & Administration
I can only speak for Zeus community We personally wouldnt use someone elses ban list We prefer to assess the individuals actions on our server and after investigation then take the required action. Unfortunately there are only a few Long established BIS communities I would even consider using a ban list from and even then, who is to say, the admin at the time wasn't just having a bad day and reacted to a situation without investigating it first. What I would suggest, is that each community keeps a web page which lists the user id's , the admin who banned him and the reason for the ban and perhaps links to that page from here In addition, perhaps they could also have some system for grievance procedures so an individual can put his case forward after a ban At the end of the day, choose your admins wisely, they are the foundation of a good community server (IMO) -
*** LATEST SERVER UPDATE*** 20-05-2009: ..... v1.08 ..... ACE Mod updated All download links are available in the "Download Centre" section of the Zeus manual which can be found at the following link ZEUS MANUAL Gaming Nights Sundays & Thursdays at approx 7:45 UK time
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*** LATEST SERVER UPDATE*** 25-04-2009: ..... v1.13 ..... ACE Islands updated 25-04-2009: ..... v1.16 ..... ArmA Beta patch All download links are available in the "Download Centre" section of the Zeus manual which can be found at the following link ZEUS MANUAL Gaming Nights Sundays & Thursdays at approx 7:45 UK time
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*** LATEST UPDATE*** 21-04-2009:..... v1.07..... ACE-MOD updated 21-04-2009:..... v1.09..... Zcommon updated All download links are available in the "Download Centre" section of the Zeus manual which can be found at the following link ZEUS MANUAL Gaming Nights Sundays & Thursdays at approx 7:45 UK time
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We have switched off "EQUALMODREQUIRED" This will make it easier for the general public to connect to us. You will need <ul>ACE Mod ACE Islands we also recommend you download @Zcommon it contains additional islands including Avgani & Afghan Villiage to name but a few All the download links and setup tutorials can be found in the Zeus manual, listed in the previous thread
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*** LATEST UPDATE*** 17-03-2009:..... v1.06..... ACE-MOD updated All download links are available in the Zeus manual linked too below ZEUS MANUAL !!! IMPORTANT !!! To achieve ACE-Mod version 1.06, you need to first a) Install version 1.05 or b) patch from version 1.04 to 1.05 and then install the 1.06 patch To make the server more accesible to the General Public we have turned off "Equalmodrequired" for a trial period
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compose or parse text and a format ["%1",_mytext];
terox replied to terox's topic in ARMA - MISSION EDITING & SCRIPTING
thanks for ther help... sorted. For those of you having similar problems, a coupleof things i realised format ["\n %1 mytext",name player]; when used within a parsetext environment will not create a new line, the "\n" is passed purely as a string and if you were to enclose any formatted text within a <>, for example _label = "Mission Status" _message = format [" << %1 >>",_label; then the %1 code wouldnt be displayed as the parsetext command is looking for a command function within those tags. Here's the final code that i used <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _t = [Time-(_x select 1)]call Tx_fTimeToString; _message2 = _message2 + "<t color='#0000ff'><br/>"+ (format ["** %1 ** received %2 ago", _x select 0,_t])+"<br/></t>"; _y = (_x select 2); {_message2 = _message2 + format [" %1",_x]}foreach _y; _message2 = _message2 + "<br/>"; (Tx_MessageRsc displayCtrl 906) ctrlSetStructuredText parseText _message2; -
compose or parse text and a format ["%1",_mytext];
terox posted a topic in ARMA - MISSION EDITING & SCRIPTING
as a simple example, how would i implement a parsetext or composetext command to change the colour of the text of _message1 eg _message1 = format ["%1" name player]; _message2 = format ["%1",typeof (vehicle player)]; (My_MessageRsc displayCtrl 903) ctrlSetText (format ["<< %1 >>   is in  %2 ", _message1, _message2]); so that it outputs as <span style='color:blue'><< Terox  >></span> is in a HMMWV -
compose or parse text and a format ["%1",_mytext];
terox replied to terox's topic in ARMA - MISSION EDITING & SCRIPTING
very nice of you to link me to the wiki, however it's a solution i am looking for not a command reference link and the control i am using is a structured text control <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> here's the actual code, which i didnt want to post because i didnt want to add to the complexity of the question class ArchiveMessage_Txt : Message_Bkg    {     idc = 906; type = CT_STRUCTURED_TEXT;     lineSpacing = 1;     colorText[] = {0,0,0,0.7};     colorBackground[] = {0, 0, 0, 0};     font = "TahomaB";     sizeEx = 0.015;     text = "No archived messages"; size = 0.016;     y = 0.169;     h = 0.3;    }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> private ["_temp","_tDelay","_count","_Id","_message1",_message2","_array","_t","_y"]; _tDelay = 0; _array = []; _temp = []; _count = count Tx_Messages; _Id = _count -1; _label = ""; _t = ""; _display =  findDisplay 900; _message1 = ""; _message2 = ""; { _temp = _temp + [Tx_messages select _Id]; _Id = _Id -1; }foreach Tx_Messages; titleRsc["Tx_MessageRsc", "PLAIN"]; _Id = 0; { switch(_id ==0)do { case true: { _t = [Time-(_x select 1)]call Tx_fTimeToString; {_message1 = _message1 + format ["  %1\n", _x]}foreach (_x select 2); (Tx_MessageRsc displayCtrl 903) ctrlSetText (format ["<< %1 >>   received  %2  ago", _x select 0, _t]); (Tx_MessageRsc displayCtrl 904) ctrlSetText _message1; }; case false: { _t = [Time-(_x select 1)]call Tx_fTimeToString; _message2 = _message2 + (format ["\n<< %1 >>   received  %2  ago\n", _x select 0,_t]); _y = (_x select 2); {_message2 = _message2 + format ["   %1",_x]}foreach _y; _message2 = _message2 + format ["\n"]; (Tx_MessageRsc displayCtrl 906) ctrlSetText _message2; }; }; _id = _id + 1; }foreach _temp; // //_display = findDisplay 900; //_display closeDisplay IDC_OK; and here is what it ouputs The control box used below the Last 2 messages title needs to have the "<< Mission Status >> received x secs ago line written in blue The code for this line is <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _message2 = _message2 + (format ["\n<< %1 >>   received  %2  ago\n", _x select 0,_t]); -
<span style='color:blue'>Server has been updated to run <ul> * ACE Mod version 1.04 * ACE Island pack 1.12 * Zcommon 1.08 </span> All download links are available in the Zeus manual linked too below <span style='color:darkred'>ZEUS MANUAL</span> <span style='color:darkred'><span style='font-size:15pt;line-height:100%'>*** LATEST UPDATE***</span></span> !!! IMPORTANT !!! <ul> * I recommend a full Installation of ZCommon (Due to the number of file deletions that have occured) * Check the Shortcut parameters, they have changed (Both an addition of @ACEip and re-arrangement of the startup order * We have also turned off "EqualModrequired" but you will need to ensure that you have the correct configuration incase we turn it back on <span style='color:blue'>To make the server more accesible to the General Public we have turned off "Equalmodrequired" for a trial period</span>
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<span style='color:blue'>Server has been updated to runACE Mod version 1.04</span> All download links are available in the Zeus manual linked too below <span style='color:darkred'>ZEUS MANUAL</span>
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<span style='color:blue'>ACE Mod has been updated to version 1.02</span> All download links are available in the Zeus manual linked too below <span style='color:darkred'>ZEUS MANUAL</span>
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A.C.E. Advanced Combat Environment Public Release!
terox replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Hope the following classname lists are useful to somebody ****************************************************************************************** <span style='color:red'>The following is a list of all the "EMPTY" class vehicles that you can place in the mission editor</span> ****************************************************************************************** <span style='color:red'>ACE Version 1.01</span> <span style='color:blue'>ACE VEHICLE LIST</span> <span style='color:blue'>BIS VEHICLE LIST</span> ****************************************************************************************** ****************************************************************************************** <span style='color:red'>The following is a list of the Marker classes and Marker colours</span> ****************************************************************************************** ****************************************************************************************** <span style='color:blue'>MARKER COLOURS</span> <span style='color:blue'>MARKERS</span> -
We have implemented a system to ease newcomers to our community We now have a Zeus manual which is in .pdf format. It has all the necessary information, links, tutorials, server settings etc that anybody who wishes to play with zeus will need <span style='color:darkred'>ZEUS WELCOME THREAD</span> <span style='color:darkred'>ZEUS MANUAL</span> <span style='color:darkred'>ZEUS NOTICE BOARD Thread</span>
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<span style='color:blue'>@Zcommon has been updated to version 1.0.6</span> <span style='color:blue'>ACE Mod has been updated to version 1.01</span> All download links are available in the Zeus manual linked too below We have introduced a new system for informing our community of updates to addons and mods etc. This involves a <span style='color:darkred'>ZEUS NOTICE BOARD Thread</span> and a downloadable <span style='color:darkred'>ZEUS MANUAL</span> <ul> The Noticeboard is used to inform players that an update has occured The .pdf document is used to explain how to patch/update/edit the application and has a "Download centre" which has all the up to date download links In addition this manual also has all the information required for a newcomer to Zeus to set up all the applications required to play with us E.g <ul> * Teamspeak & Keybindings * Mod folders * Shortcuts * IP adresses etc etc etc It is hoped that this system and manual will aid those wishing to play with us that have difficulty setting up software
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<span style='color:blue'>@Zcommon has been updated to version 1.0.6</span> The update will be required for Thursdays gaming session Download options can be found at the ESP download page Download filesizes @zcommon patch (218mb rar file) @zcommon Full (617mb rar file) << CHANGELOG >>