Jump to content

Variable

Member
  • Content Count

    2975
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Variable

  1. During the livestream yesterday Dwarden confirmed that hosted games suffer from some NAT(?) issues. So at least they are aware of the problem.
  2. Variable

    Audio Tweaking (dev branch)

    From the dev branch changelog: Scratch one of the list! :) Good job BIS, keep it up! List of missing sound effects (rolling list): Infantry Rifleand pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Braking sound Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju
  3. Also a kind reminder to look into disabling stealth command to participating player group (whether commanded by the player, or not) :) Thanks!
  4. Whoever interested to play the Forgotten Few in coop with us is welcome to check this thread: http://forums.bistudio.com/showthread.php?94852-CiA-co-op-night&p=2768270&viewfull=1#post2768270
  5. Variable

    CiA co-op night

    Forgotten Few Dynamic Mission Event On next Tuesday, September 10, we will hold a special Forgotten Few event. The slots will be reserved to those who register here in a first come first served basis. There are 12 available slots. The Forgotten Few is a great dynamic campaign of a former CiA member, king Nothing. It tells the story of a Spetsnaz platoon carrying out operations against Chechen rebels. You can read more about the campaign in the BI forums thread. We will be playing the addon version, so please install all the required addons of both the Chernarus and the Takistan versions! We will decide which version to play on Tuesday, so please be ready for both. PwS users may use the profiles made by doveman. See this post. In addition, enable your TFAR_CO and any client side addons you used to run with Arma 2 CO. Required game version is 1.63 (stable). Those who would like to participate please post here, and remember, the slots are limited so please take your commitment seriously.
  6. Variable

    CiA co-op night

    Comrades in Arms hosts an Arma 2 coop night for serious team players on every Tuesday at 20:00 CET. During summer, daylight-saving time will be in effect. If you are uncertain of the current server time check it here. CiA have been running serious coop games for the past nine years. We are mostly known for our strict but simple modus operandi during our missions. There are no trainings or role playing; we concentrate on the mission and the ways to complete it, that's it. We choose a commander, lay out a plan, and during its execution we follow the team leader's orders carefully. In spite of that, the atmosphere is light and calm. Every one, including guests, can lead in our games. However, once a leader was chosen everybody are expected to do exactly as he says. In order to assure a mature team play the server is password protected. If you are aware of the server rules we will be glad to provide it to you. Just PM me or any other CiA member, or use our contact form and you'll get the password. Once you have received it, you are requested not to forward it to anyone else. Simply direct those who wish to join to this thread, or to our "Join CiA coop nights" website page. CiA Server Rules 1. Orders Follow your leader's orders at all costs, even if they may seem senseless in your eyes. This also requires that each unit knows their number so you will know which order is addressed to you. Orders are given either via Teamspeak, VOIP or the text chat. You should be attentive to all of these comm channels. 2. Reporting Back If the leader addresses you, respond. If you have been given an order, respond with 'Roger' so the leader will know that you have received and understood it. Upon completion of the assigned task report 'Ready'. 3. Formation Stick with the formation unless told otherwise. Even numbers should move to the right hand side of the leader, while odd numbers to his left. If the main squad is split up into smaller squads, each squad moves as an independent team, led by an assigned secondary leader. 4. Map Stay focused on the tactical situation. Know where you and possible friendly units are to avoid friendly fire. 5. Firing Don't open fire without being ordered. Before firing on a unit, check the map for friendly units! Rather be shot by an enemy than shooting a friendly! 6. Chat Don't chat if it has nothing to do with the current combat situation. Dumb comments result in overfilling the chat space, thus no one realizes when important orders are given. Switch to group chat during missions, if you aren't leading. 7. Concentration This is the last and most important rule: Concentrate. We don't forbid joking, but once a mission has started, stay serious, calm and focus on the game! Anyone who doesn't follow one or more of these rules will be asked to leave. Required Addons: Check here Recommended addons: Check here Server Info Game server IP: 77.74.193.123, or just filter for [CiA] Comrades in Arms Port: 2702 Password: Use our contact form or PM any CiA member for the password Teamspeak 3 server IP: ts.ciahome.net:9988 The TS password is ciafdf CiA Mission List Check this Google spreadsheet to view the missions we have on our Arma 2 server. In order to pursue the sense of achievement we use it to keep track of successfully completed missions. We keep it up-to-date. Flashpoint Coop Nights Anguis [CiA] is running a dedicated OFP server featuring WGL mod. So if you are interested in quality OFP coop games check this thread. See you on the server!
  7. Variable

    ASR AI 3

    You don't need it on the clients. Installing it on the server is enough to induce suppression on server controlled AI. That's the default behavior, no need to change the user config's parameters. If you play Zeus then you'll have to run it on the game master's machine.
  8. Variable

    VTS Simple weapon resting

    When controlling a UAV and hitting tab, if there's a close enough object, there will be a weapon rested indication and the UAV controls will be locked (if in manual control) and cause the UAV to crash. L etranger, any chance you can disable the mod while controlling UAVs?
  9. At I can confirm it loads the first mission of both the Takistani and Chernarussian versions.
  10. Variable

    ASR AI 3

    TPWCAS was designed with ASR AI in mind, it's not just happen to work good with it. Actually, I don't see Robalo adding a suppression effect BECAUSE tpwcas exist, and with a good reason. Better invest time in other features and not ones that already exist, even if they require another mod. Robalo, please correct me if I'm wrong.
  11. Variable

    Audio Tweaking (dev branch)

    Added one item - impacting humans. Impacting dead bodies is not only a sound issue; bodies, don't seem to be physical in the game (wheels don't go over the body but through it, you can't step on a body). List of missing sound effects (rolling list): Infantry Rifle lowering, lifting and going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Braking sound Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju
  12. Variable

    Audio Tweaking (dev branch)

    Added Splash sound when wheels impact a waterline (it was in OFP). List of missing sound effects (rolling list): Infantry Rifle lowering, lifting and going into boresight view. Switching to pistol Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for breaking walls Braking sound Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju
  13. Variable

    ASR AI 3

    Use TPWCAS. It works flawlessly with ASR AI.
  14. Can anyone confirm this works on 1.63? We would like to hold a special coop evening for it.
  15. Variable

    Fatigue indicator poll

    I was hoping that the "natural" indications will be enough for the player to be able to assess his fatigue level. Since that is currently not possible, I'm using the fatigue bar addon. I am looking forward for something less empirical, and hope that the visual, audible and animation indications will be refined to be more indicative on the fatigue level.
  16. Variable

    Community interest in User Made Missions?

    I have a lot of criticism over the Steam WS rating system. We practically all go and vote up a mission we find as good right after we play it, and I have yet to see votes of up to 18 players give a mission even one star (I believe it starts from three stars, which are given for something around 25 votes), and that is pretty frustrating. As a community that play public missions from all sources, it's disappointing to see wonderful missions getting no ratings at all, or very few, and certainly not getting any stars. However, your missions have lots of subscribers, 5 and 4 stars, and a lot of comments of gratitude, which most of the mission makers can only dream of. What exactly do you find missing?
  17. Variable

    [Campaign] Operation Aegean Spear

    I guess I'm not looking in the right places but for the love of me I can't find the Alamut to take out the Ifrit on the Sub-extraction mission...
  18. Variable

    Arma3 Videos

    Two British special forces teams HALO in to attack and hold an AAF FOB until FIA reinforcements arrive
  19. Thanks a lot! completes the experience with Sakura's weapon shake.
  20. Variable

    [Campaign] Operation Aegean Spear

    I've just checked with the armaholic campaign file. I still have the "no player selected" error on "Radio Station"...
  21. Variable

    Episode 3, "Game Over" mission

    Someone posted here a saveable version of the mission. Personally, the disabled save option on this mission made it much more existing for me.
  22. Variable

    Audio Tweaking (dev branch)

    Wasn't on purpose, check now please.
  23. Variable

    Audio Tweaking (dev branch)

    Oh right. Adding that along with turning headlights on and off. Thanks kju' date=' i'll add the link. List of missing sound effects (rolling list): Infantry Rifle lowering, lifting and going into boresight view. Switching to pistol Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for breaking walls Braking sound Turning headlights on and off Multiple missing sounds in the engine: http://www.file-upload.net/download-9454170/MissingSounds_1_26.txt.html
  24. Variable

    Audio Tweaking (dev branch)

    Thanks kju. I can't seem to download the txt files that are attached to the ticket. Can you list the missing sounds here? ---------- Post added at 17:39 ---------- Previous post was at 17:32 ----------
  25. Variable

    Audio Tweaking (dev branch)

    List of missing sound effects (rolling list): Infantry Rifle lowering, lifting and going into boresight view. Switching to pistol Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for breaking walls
×