

Taxidriver
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Everything posted by Taxidriver
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Checking out your mission and wave respawn system, nicely done.
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Added a new version with an improved briefing, see first post.
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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
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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.
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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.
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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.
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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.
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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.
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I have a problem when connecting to servers running certain MP missions (Evolution and also Southern cities for instance). I can log onto the server, chat, choose a role, but when I choose start, a bit later my internet connection gets disable after the screen switches from loading to receiving data. My games doesn't crash, I just get the "no message received for xx secs" text and also my TS get's disconnected (it literally seems to cut of my connection, when I check it's status I receive 0 packets). My connection automatically returns in about 90-120 seconds. BTW it doesn't happen always, once every 5-10 times I can connect to a server running one of these missions. It almost seems something in these missions triggers ArmA to cause it to cut off my connection. Other missions never give me any trouble. Any help would be greatly appreciated.
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Connection disabled with certain MP missions
Taxidriver replied to Taxidriver's topic in ARMA - TROUBLESHOOTING
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. -
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
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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
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Connection disabled with certain MP missions
Taxidriver replied to Taxidriver's topic in ARMA - TROUBLESHOOTING
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. -
toadlife's Weapon Respawn script updated for ArmA
Taxidriver replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
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. -
toadlife's Weapon Respawn script updated for ArmA
Taxidriver replied to norrin's topic in ARMA - MISSION EDITING & SCRIPTING
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? -
-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
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Connection disabled with certain MP missions
Taxidriver replied to Taxidriver's topic in ARMA - TROUBLESHOOTING
It's a sweex router, LB0000213AC300281: http://www.sweex.com/documents/LB000021/2/LB000021_man_eng_oem.pdf Firmware is 3.01, so not the newest (3.15), although I don't have any problems with other games or software. I could try and update it, but rather not if it isn't necessary. -
Connection disabled with certain MP missions
Taxidriver replied to Taxidriver's topic in ARMA - TROUBLESHOOTING
I'm not completely sure, but I got the impression that this only happens when such a mission has been going for a few days. If it is still relatively fresh (1 or 2 objectives completed) I seem to be able to get in fine. I will further test this to see if it this is actually the case. -
Connection disabled with certain MP missions
Taxidriver replied to Taxidriver's topic in ARMA - TROUBLESHOOTING
That's it then, no one has any suggestion? -
Connection disabled with certain MP missions
Taxidriver replied to Taxidriver's topic in ARMA - TROUBLESHOOTING
No one, any further information I can give that could be useful? OS is XP and I use a router, happened with patch 1.05 and 1.07, anything else? -
Evolution V1.0 Large scale respawn coop
Taxidriver replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Thanks for the suggestion I'll try it. Well not completely sure if Evolution itself terminates my connection. I'm under impression it somehow triggers ArmA to do so. Anyways I'll see if it still happens with the next patch and if so I'll make a post in the support forums. Thanks. -
Evolution V1.0 Large scale respawn coop
Taxidriver replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Evolution (other missions don't have this problem) still seems to trigger ArmA to cut off my internet connection once I pass the mission loading screen (no TS, no internet nada). The only way to get my internet connection back is by restarting ArmA or by restarting my computer. Anyone else experiences this, anyone got a clue what might cause this? -
I've been hoping for a normal keyboard with an additional section of analog keys rather than only the usual binary ones. This would be the easiest most natural/intuitive way to control movement. The harder you push the forward key the faster you move, the less you push it the slower and stealthier. It could also give more control over your stance. Or for instance more control over your helicopter etc. (Also works great for racing games). Unfortunately no one has made such a keyboard AFAIK.
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Evolution V1.0 Large scale respawn coop
Taxidriver replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Well seems this mission somehow cuts off my internet connection. Each time I connect to a server running the Evolution mission (1.1 or 1.2 doesn't matter) I loose my internet connection. So also loosing TS connection as well as being unable to browse the internet. Previously this only happened (always or occasionally not sure) if I had alt-tabbed out of the game to connect to TS, but when connecting to an evolution mission I get disconnected all the time (was able to join a server running the evolution mission once out of about twenty tries). It also does this with windows firewall turned off. I have a firewall on my router, but that hasn't givin me anytrouble before. -
A problem I seem to have is lack of vertical controller sensitivity. I've set it to max. but I still need to "lift-shift" my mouse to get out of a steep dive. I wish it worked more like a joystick (yes I got that option selected).