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boozdeuvash

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Posts posted by boozdeuvash


  1. 22 hours ago, wendyvonbraun said:

    Kind of seems like a moot point to post here, I'm sure many of them scan the forums frequently... I mean perhaps you can create a corrupted config within a PBO which could prevent the game from launching what you're requesting isn't impossible.

     

    Well, if they do and start tanking care, our job is done, the people i'm talking about are mostly newcomers who don't yet appreciate the need to be careful.

     

    I'll look into the ACE pbo checker, thanks. Can it log the warnings on the server too?


  2. Hullo.

     

    It's going to sound a little weird, but i need a mod that crashes the game 100% of the time when loaded.

     

    It's for a canary within my group's mod set. We suspect a bunch of people to be a little careless with our modpack, and to always launch all mods while they should only launch a select collection through arma3sync. This causes problems, and i dislike problems. Since we cannot enable addon signatures because reasons, the plan is to place something in the whole lot that will prevent them from starting the game if they are not obeying instructions. (OBEY!!).

     

    Ideally it would have to be small in size and inconspicuous (bland error message). I have no modding experience besides trivialities, anyone got an idea on how to achieve that?

     

    Alternatively, if you have other suggestions for enforcing mod discipline (ORDER!!) in our little community, i'm all eyes.

    • Like 1

  3. Hello,

     

    For the past few weeks, many people in my group started having issues with the ACE menus (and also TFAR interface) not loading after joining the game. Most of the time this can be solved by leaving and re-joining the server, multiple times if needs be. This is becoming a bit of a problem, especially when it happens to like 10 peeps out of 40 players. It incurs delays and frustrations.

     

    I'd like to know if anyone else is having that issue, or if there is a known cause/fix. I cant provide an RPT right now but i can try to dig up something if someone thinks it can help.


  4. Looks great.

     

    Can you make it AI skill dependent? Something like:

    - Skill < 0.25: crew bails exactly as currently in vanilla because they are untrained and easily demoralized

    - 0.25 < Skill < 0.50: crew bails with current vanilla level of damage but only when not under fire

    - 0.50 < skill < 0.75: crew bails with your modded level of damage and when not under fire but do not repair

    - 0.75 < Skill: crew behaves as in your mod, bails after heavy damage not under fire and repairs when possible.


  5. Something annoys me. I tested the last version of ACE, and noticed that the "instant waking up" bug still exists.

     

     

    Is this really a bug though? Not working as designed?

     

    My understanding is that you can get incap for two reasons: pain and circulation issues (low heart rate/blood pressure). Getting shot at instantly raises pain, and can knock you out for a few seconds. Getting shot at repeatedly will cause you to lose blood which in turn can cause permanent loss of consciousness until until dead or helped out.

     

    Now, you may very well be right that the new update broke things, I havent played enough to test it properly, but in the previous version we always had cases of people getting kocked unconscious after taking a big hit, waking up a few seconds later and crawling back to cover, only to fall unconscious more permanently a bit later due to blood loss.


  6. general rule on US GBUs:

     

    Anything that looks like some kid duct-taped a tiny bomb at the front of the big bomb is laser guided

    Anything that looks like some kid duct-taped four winglets in the back is GPS.

    Anything that looks like someone thought bombs should have wings because it looks funneh: difficult to determine.

     

    Results may vary


  7. Hello! I was trying to implement some mission parameters (the things you setup in the lobby) to modify things such as medical system, PAK and SK usage, etc... The way I understand is that i'm supposed to use ACE Settings, but i've gotten nowhere, for some reason the settings definitions i've put in init.sqf dont work. And when trying to put some static setting in description.ext such as below, it doesnt work either, I'm still having the adv. medical system.

    class ACE_Settings {
       
        class ace_medical_level {
        value = 0;
        typeName = "SCALAR";
        force = 1;
        };
    };

    Are my explicit setting overrident by the modules in the mission ( the ACE medical module placed in the editor does specify that adv. medical is enabled). How can I implement parameters adjusting ACE settings?

     

    Thanks,


  8. I've got some comments based on a couple weeks of gameplay regarding the medical system

    - leg bruises can happen with even slight non-combat damage. This may be realistic but it put a strain on gameplay when, for example, half a parachuting force gets little ouchies on the legs, they cant run anymore and there is no way to remove the bruises.

    - The only way to fix them is to use PAKs, which is pretty much a cheated item in this context since it removes all medical issues.

    Based on these observations, I'd suggest these possible alternatives, and like to know what you guys think:

    - PAKs only usable when the patient is already in a very good state: all wounds stitched, blood level ok, blood pressure and heart rate within acceptable range

    - OR PAKs only remove secondary effects of wounds and bruise, does not solve open wounds, blood level, messed up vitals, etc...

    - OR Surgery Kits remove bruises

    - OR new item: splint allows a player with a messed up leg to run (no sprint) at the expense of increased stamina usage and pain.

    Of course this isnt necessary if we have a medevac team and field hospital somewhere, since in that case the PAK make sense in its current form, but that only applies to some missions. We'd like to have the flexibility to offer a complete medevac experience in some missions, where severely wounded players have to be evacuated and brought back later, and a more gettho-medic experience in other missions where people end the game completely messed up and doped up on morphine but still somewhat operational. Currently the only way to provide the latter is the PAK usable anywhere but it's kinda cheating because it just heals like a TF2 medigun minus the ubercharge.


  9. Scenarios where my group has used your SMGs:

    - Helicopter pilots/Vehicle crewmen

    - Police operations

    - Spooks (CIA/MI6/DGSE)

    - PMC light security details

    - gangsters

    - Russian Paratroopers (well, the AKSU)

    - Old style SF (the flip-flop wearing MP-5/10-toting Navy Seal Squad of Doom)

    Having some SMGs that really pack a punch (thinking UMP-45/MP-7) would be really neat in all of these contexts. Very often on our server the SMGs will be used to give players the ability to just defend themselves for a limited amount of time, but in the field of "getting close and personnal and kick a lot of asses", only the MP-5/10 and the AKSU really qualify against most foes, and a rifle-caliber carbine is often very effective at up to 300m, which defeat the close combat purpose.

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