Jump to content

Taxidriver

Member
  • Content Count

    41
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Taxidriver

  • Rank
    Lance Corporal
  1. Taxidriver

    TvT Mission - The Obregan Gap

    Checking out your mission and wave respawn system, nicely done.
  2. Taxidriver

    [WIP]TG-TvT-16-60_SDAD_0-1-9

    Added a new version with an improved briefing, see first post.
  3. Taxidriver

    Interview with Ondrej Spanel ( Suma )

    True, but that's assuming that both games can actually be seen as a somewhat credible combat simulator in the first place, which is not completely certain or irrelevant IMO.
  4. Taxidriver

    Interview with Ondrej Spanel ( Suma )

    Thanks Jerry for setting up the interview and very professionally done I must say. To Suma, thanks for taking the time to answer my and other peoples questions (even if the answer wasn't what I hoped for). Furthermore I really appreciate your honesty, which is often hard to find in this marketing driven environment, I can now understand much better why OFP/ArmA developed the way it did. Any ways, looking forward to ArmA2 and great last words.
  5. Taxidriver

    VOIP implementation

    good suggestion. Additionally I would like it if there was a separate sound channel for direct/locational comms VOIP and radio/squad VOIP. Would you could do then is have your direct/locational comms over your speakers and your radio/squad VOIP on a one sided headset. That way it is easier to distinguish between locational communication and radio comms. No idea if this is even possible with most soundcards and all.
  6. Taxidriver

    [WIP]TG-TvT-16-60_SDAD_0-1-9

    Thanks, see you on the server. Make sure you have plenty of people, pretty silly to ambush 3 poor guys in a truck with 5 SF. The goals with this mission were: 1 Make a somewhat realistic TvT mission. 2 Give the SF a real observation/sabotage task instead of just being a long range assault team you see often. 3 Force people to use tactics when travelling possibly hostile terrain or at least make them pay if they do not. 4 Make sure it can be played differently each time depending on the choices made by the squadleaders.
  7. TG-TvT-20-60_Ambush_0-2-0 This is a pretty straight forward TvT mission. 20 players is possible, but the mission concept really starts working as designed from about 24 players onwards. The objective is to capture and hold two cities at the same time. However to get there the infantry has to travel quite a distance through terrain that might be observed/ambushed by SF forces. The more careful and tactical you navigate the better the chance to get your team to the objective cities in one peace and capture them successfully. The infantry has normal vehicles, which respawn at base after 2 minutes, but only when destroyed, not when abandoned or damaged. For infantry there is normal base respawn. The SF forces have a chopper that does NOT respawn and which has limited fuel (to prevent transport of regular forces). Capturing a town takes 3 to 5 minutes. The goals with this mission were: 1 Make a somewhat realistic TvT mission. 2 Give the SF a real observation/sabotage task instead of just being a long range assault team you see often. 3 Force people to use tactics when travelling possibly hostile terrain or at least make them pay if they do not. 4 Make sure it can be played differently each time depending on the choices made by the squadleaders. Some mission testing has been done, but it is still a beta. Any feedback is appreciated. EDIT: April 2008: Updated the briefing for easier understanding. Download: http://www.uploadpro.org/HIE2EH3....bo.html
  8. Taxidriver

    Vehicle Respawn

    Just thought of something. Wouldn't it be nice if there was a for instance a present_vehicle_west marker. What this marker would do is check what vehicles are present inside this marker at mission start and during the mission. If a vehicle leaves the marker it will respawn after the delay set with respawnVehicleDelay. So if someone respawns there will always be a vehicle at respawn. The problem I'm having now is that people are not always having a vehicle when they respawn because the vehicle isn't destroyed, but abandoned or damaged and I would like to keep those vehicles in the field.
  9. Taxidriver

    Connection disabled with certain MP missions

    Well at least I know it's the router or the ADSL modem since when I get disconnected the other PC connected to the router looses it's connection as well. I get the receiving data bar that slowly fills. When it's full the background changes colour (turns white-ish), the receiving data bar turns empty and shortly after I get the yellow no connection chain icon. PS. Send sweex (router) a second message about this since they didn't feel obliged to respond to the first one.
  10. Taxidriver

    ArmA 2

    Ok, I have a pretty simple main improvement wishlist: 1 Much more noob friendly mission making 2 MP missions that come with the game much more TvT and realism oriented 3 Much more robust Squad/organization interface/functionality 4 Less buggy start
  11. Taxidriver

    ArmA 2

    Ok, I have a pretty simple main improvement wishlist: 1 Much more noob friendly mission making 2 MP missions that come with the game much more TvT and realism oriented 3 Much more robust Squad/organization interface/functionality 4 Less buggy start
  12. Taxidriver

    Connection disabled with certain MP missions

    Can really nobody help me with this? I really wouldn't like to be stuck with this when EVO like TvT campaigns start to surface. This thing has been bugging me for more than 4 months already.
  13. Thanks man, works like a charm. I had already added the nvg to each soldier individually, but might still try the NVG's by array later. BTW, would it be possible to say for instance: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_units = ["w1"-"w32","e1"-"e32"] {[_x,0] exec "weapons_respawn.sqs"} foreach _units Or am I too lazy now and would it only slow down the game? Anyway thanks again.
  14. I can't get it to work. I've added a init.sqs file with the following (I already had a init.sqf file but using that gave errors): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_units = ["SquadLeaderW","TeamLeaderW","SoldierWSniper"] {[_x,0] exec "weapons_respawn.sqs"} foreach _units and added the weapons_respawn.sqs file. When I starts the mission I don't get any errors, but the squad leader just doesn't respawn with his original load out. BTW, can I also use an array like that in the init.sqs file to add nvgoggles to units?
  15. Taxidriver

    Vehicle Respawn

    -Where exactly do I need to put this line (and why isn't that mentioned in the Biki)? -Do I need to add that line for each vehicle I want to respawn? Say I have a vehicled named: Truck5tOpen. What should the line read? _Truck5tOpen RespawnVehicle [_delay, _count]; What if I have more than one of those trucks still need to make one for each, sorry but this all all very unclear to me, so if anyone can help it would be much appreciated. EDIT: Ok Synide explained it to me, you just have to put this (example): in the initialization field of each vehicle in the editor itself AND, you had a marker on the map at your base called 'respawn_vehicle_west' AND have in the description.ext
×