Jump to content

Tankbuster

Member
  • Content Count

    8194
  • Joined

  • Last visited

  • Medals

Posts posted by Tankbuster


  1. 10 hours ago, whiztler said:

    I remember from the old days with insurgency on Arma1 and 2 that when server load was high the explosions (blowing up the cache) would get out of hand (lots and amplified). Perhaps monitor server FPS and check which scrips are running at time of the explosions.

    Yes, I checked, the server was in the high 40s the three times we've seen this.


  2. Only a couple of client side mods. Enhanced movement, urban rappelling, that sort of thing. The server side is totally vanilla.

    I was thinking of stopping the simulation on the wrecks, but not tried it yet. I thought that removing all the ammunition cargo would be the fix, but it hasn't made any difference. Hopefully fiddling with the sim will be next. I can't think of what to try after that.


  3. Guys, I hope someone can help with this. One of my secondary missions has players interdicting an enemy AI convoy. Getting the convoy to drive as such was a mission in itself. Now I need help on another aspect.

     

    When the convoy vehicles are found and killed, if their wrecks are close to one another, the (I think they are called) secondary explosions are sometimes REALLY loud and destructive. One explosion seems to set off another in a nearby vehicle and there is a domino effect. The video doesn't really do it justice, these explosions are sometimes so loud that my headphones can't handle it and the sounds are clipped.

     

    The first few times this has happened the convoy was Tempests so I suspected them. The convoy composition is random and this morning it was a bunch of the MB 4x4s, little indie vans and small trucks, and the video shows the same problem. I've removed all the ammo, weapon and fuel cargo in case it was the game simulating cookoffs, but that has made no difference.

    It is probably not relevant, but in tests where I've spawned the convoy mission using debug tools, the issue hasn't occurred. In other words, it happens on missions that have been running for some time.

    This also may not be relevant, though I suspect it is - other features of the mission break down when this behaviour is observed. There is a simple moving marker script that puts a marker on one of the players respawn vehicles - that stops updating and a server-side spawned script that services vehicles when they get close to a vehicle depot object also just stops working. No errors - just stops. When the convoy mission ends by me manually ending the script, these features return to normal.

     

    Any help would be really appreciated. Having worked so hard to get the convoy sort of working, I'd be gutted if this problem forced me to remove this secondary mission from the overall mission.


  4. 1 hour ago, Harzach said:


    I mean, that's what the tactical glasses/shades are for, right? SA cues, video feeds, etc. 

     

    //I'm not a "hardcore" guy
     

    I'm not hardcore either.

    We are still working through exactly what the speciual goggles will actually do. At the moment, I am saying that the cameraon the goggles wouldn't be able to do a quick freind or foe ID to place a red, blue or purple marker on the display. Haz says in 2035, it will be able to do that. I wonder if BLUFOR  will all carry some transponder that will identify them to other friendlies.

    We also don't agree on if it should be a single, unified panel, or seperate ones.


  5. On 5/20/2020 at 10:01 AM, Rockapes said:

    Have you check event log to see if it is producing the .net error? If so and error is occuring then delete the "FASTER" folder as mentioned above and issue hopefully will be rectified

    Ah, well done. That seems to have fixed it. Thanks.

     

    On 5/20/2020 at 9:01 PM, Arghbra said:

    Running as a Administrator ?

    I was, but the appdata dir needed deleting. Now it's back up and running/. 🙂


  6. 12 hours ago, Harzach said:

    BUT MUH HARDCOR MERSHUN!!

    Looks great, guys 😄

    😊

    This is more about players having the technology that we think would be available to soldiers in the game at the time it is set.

    There is VR goggles and similar eyewear that would likely have functionality like this.


  7. This is our non mod implementation of squad radar. But we want to make it much more, so a second (and maybe third, we don't currently agree) panel would show mission based status and progress information.

    The squad radar is going to share target data - enemies the player can see - among other members of the squad. Not sure how that is going to sit with the relatively short ranged nature of squad radar, but we'll have a good try.

    • Like 1

  8. Great stuff.

    1 hour ago, Richards.D said:

     

    The M1134 Anti-Tank Guided Missile Carrier (ATGM) is the one I am super excited about. It has a crew of 4, like a Main Battle Tank. It fires 2 TOW Missiles, and carries a total of 12 rounds of ammunition. It has a full interior and detailed gunners controls, thanks in large part to Reyhard.

     

     

    That is very nice indeed. A new standard has been set.


  9. Mission updated to 1.08.3835

     

    Mostly a bug fix release. Fixes the mission lockup when the battle damage assessment secondary is chosen. Note that the kidnap player mission mentioned in changelog is WIP.

     

    Dropbox links in first post for download links and other information.

     

    Spoiler

    [3800] Changed: Removed laserdesigcar from smmanager roster as it's broken.
    [3801] Added: Laserdesigcar2, complete rewrite. replacement for above.
    [3802] Removed: Deprecated laserdesigcar.
    [3803] Added: Offroad 02 base to list of cars that are commanded by their gunner for purposes of convoy command in convoykill mission.
    [3805] Changed: Ambush position finding and car damaging in kidnapplayer mission
    [3806] Changed: Kidnap chosen from players and made unconscious.
    [3807] Changed: HMD script now compiled by description.ext
    [3809] Changed: Kidnapplayer mission chooses a town with a tall building in it for the safehouse.
    [3810] Improved: fnc_inhouse improved.
    [3811] Changed: remoteexec added for kidnapped player anims.
    [3813] Added: New fleet check functions; cars and truckvans.
    [3814] Changed: MRLS trucks removed from truckvan fleet check returns.
    [3817] Changed: Kidnap mission won't start looking for ambush positions until the car has driven 50m. Will change to 500 later in dev.
    [3818] Changed: Kidnapped player removed from his group so he can't call for help by giving 'move here' commands.
    [3819] Changed: Kidnap player mission changed how many buildings and trees can be nearby for given position to be am ambush position.
    [3820] Improved: PopulateCQBBuidlings script can be used to populate towns other than primaries. (use required in kidnap player mission)
    [3821] Removed: All deprecated LV scripts.
    [3822] Changed: Kidnapplayer mission now populates some buildings with CQB guys, smmission string created and mission now fails if the kidnapped player dies.
    [3823] Added: Holdaction so players can release the kidnapped player.
    [3824] Fixed: Bug where lsd helper (used in laserdesigasset) coiuld still work when player was in a vehicle.
    [3825] Added: Client side SM helpers script to run client side stuff for secondaries.
    [3828] Fixed: Wrong case in some of the strings in infrastructureobjects variable.
    [3829] Improved: Battle damage assesment flight mission can choose from a wider list of objectives. New routine that can get a p3d name from a classname.
    [3830] Fixed: Missing bracket that was breaking the DA flight mission.
    [3833] Changed: KIdnapped player no longer made unconscious.
    [3834] Changed: Laserdesigcar2 excluded from roster by smmanager when on Tuvanaka.
    [3835] Build and publish.

     

    • Like 2

  10. I'm the last one to defend an alleged cheater, but if its true he has been playing for 7 years with 5k hours, you'd think he might have a case for leniency. Typically users like this are not cheats.

    How we might get Battleye or steam or BI (it's not made clear who auctioned the ban) is another matter.

×