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About pogoman979

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  1. pogoman979

    Why warfare fails as a game mode

    I thoroughly enjoyed warfare in arma1 but in arma2 it was awful by comparison. Never really figured out why
  2. Ah welcome to the forums, and thanks for doing the awards! yeah i love games that mix with rts with fps but there aren't very many examples, and they're usually just user mods, so i'm very excited to see how the professionals handle it and it looks great so far. Plus it's probably one of the most original games that's been announced in a very long time.
  3. wow. He rated CC over skyrim? Now i am impressed
  4. pogoman979

    Similar to Empires for HL2

    Ah sorry, i misinterpreted your statement. I thought you were being sarcastic and saying "Do you think perhaps BIS based CC:GM on Carrier Command?", because you thought i was implying that BIS based CC:GM on Empires. Apologies. I'm doing exams atm and keep overanalysing everything. I have no idea if the Empires creator did base it on carrier command, but it seems plausible.
  5. pogoman979

    Similar to Empires for HL2

    No shit, where did i say that they were inspired by Empires? I just said they were similar and found it interesting. You figure? :P
  6. pogoman979

    All the Bis game have Counter Strike sounds

    You realise the arma video sounds like absolute dogs balls compared with the rl videos you posted, i.e. they sound nothing alike.
  7. Anyone notice this is very similar to the Empires mod for HL2? Empires is an RTS mod with humans playing in first person as the units and vehicles. e.g. http://www.empiresmod.com/drupal/ Btw I'm not complaining or anything as i loved that mod and dreamed of it becoming a game made by a real studio. I just realised how similar they were and found it interesting. It's a real shame that carrier command GM does not have MP though as Empires is only MP which is what makes it so much fun.
  8. pogoman979

    ArmA 2 - Server Ban List - ?

    I know the feeling westsailor. I've been playing arma/a2 for yonks and i recently joined a warfare server i'd never played on to test out some overclocking i'd done on my gfx card. It turns out i overclocked too much so my computer froze 10 seconds after i joined and i had to restart. When i rejoined the server i was automatically allocated to other team as it had less players, and when i entered the game a global message popped up saying that i had "team switched". Everyone on the server went ballistic and i was kicked instantly. I didn't mind too much as i wasn't there to play but on principal i rejoined to explain myself but they all laughed, said i was lying and banned me. In short arma, like most other games, has no shortage of dickheads and if you are banned from a server for similarly ridiculous reasons you can look at it as a good thing, as that means you'll never accidentally join that server again and have to deal with the pricks.
  9. pogoman979

    Bohemia's realism.

    i think most of the people complaining will still buy a3 anyway, and those that don't - good riddance. Anyone who is more concerned with the content than the gameplay sounds like a useless douche i don't want to be playing with.
  10. pogoman979

    A low-level anti-cheat measure

    how can you monitor/sniff the traffic? or do you mean look for the effects of hacks? ---------- Post added at 07:10 PM ---------- Previous post was at 07:09 PM ---------- yeah good point. the idea was mainly in response to seeing some life missions using isClass (configFile >> "CfgPatches" >> "Hackname") etc, which is a fairly redundant method. ---------- Post added at 07:18 PM ---------- Previous post was at 07:10 PM ---------- also do you mean by using #define? because a hack can just use #undef for all the relevant commands.
  11. pogoman979

    A low-level anti-cheat measure

    i'm going to excuse your ignorance because you haven't come across a cheater in a long time. i mean no offense but seriously when some guy comes into the server and starts spawning bombs until the server crashes you tend to want retribution.
  12. pogoman979

    A low-level anti-cheat measure

    ah well at least the method will identify if someone is running too many patches, you can still do a whole bunch of nasty things to someone without kicking them. i once wrote a script that made my computer crash so could always execute something like that lol
  13. Out of interest, i'm wondering what other people get when running vanilla combined operations or vanilla OA and executing this statement in a mission: hint str count(configFile >> "CfgPatches"); I'm running combined operations and get 467. Now i've seen alot of anticheat measures used in missions such as: if (isClass (configFile >> "CfgPatches" >> "Hackname")) then { kick... etc However these can easily be circumvented by changing the name of the hack. So for servers where there is a fixed number of allowed addons, ie no addons or everyone must have the same addons to play on the server, counting the number of patches a user is running would determine if they are running any additional addons and kick them regardless of what those addons are called, eg: if (count(configFile >> "CfgPatches") != 467) then { [nil,server,"loc",rSPAWN,name player,{serverCommand format["#kick %1",_this];}] call RE; }; obviously if you're running an OA only mission you'd have to take into consideration users who would join with only OA, and those who would join with combined operations. Additionally for servers that allow variable numbers of addons this wouldn't work, however i know there are alot of life servers for example that would have a fixed addon pack that everyone must run, so the number of patches would be the same for every client. Anyway this was just something that popped into my head, i hope it makes sense to everyone.
  14. Current version: 1.0 Script: http://www.box.net/shared/iu9nnfzrvd About: Zombies will sprint after the player, and use custom made pathfinding to navigate around objects. Installation: Make sure the mission has a BI functions module. To any unit you want to be a zombie add this line to it's init: nul = this execFSM "zombieLogic.fsm"; and make sure the zombieLogic.fsm file is in the root directory of the mission folder. Note zombies will only attack sides that are set as their enemies. Known Issues: Pathfinding calculations are done on the fly, and are not always completed in time. You can tell if a zombie is looking for a path if he slows from a sprint to a walk, and while walking he may travel through objects (i could've made the zombie halt and wait but it looks awful and i chose BI's method (you'll notice standard ai occasionally walk through objects when they are calculating a route)). The method used for object detection is the command findEmptyPosition, which doesn't always detect correctly if a position is empty (usually occurs with various parts of fences), thus sometimes the zombie treats the position as empty and runs through it. There are no zombie sounds or eating animations etc as they are the lowest priority and the pathfinding was the main purpose of this project. Video (very old version): Mpb3ziT16TY Note all visual effects used in the video are not included in this script. The hit effects i currently use are: "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [1.0, 1.0, 0.0, [1, 0, 0, 0.6], [0.0, 1.0, 1.0, 1.0],[0.199, 0.587, 0.114, 1.0]]; "ColorCorrections" ppEffectCommit 0; "ColorCorrections" ppEffectAdjust [1.0, 1.0, 0.0, [1, 0, 0, 0], [0.0, 1.0, 1.0, 1.0],[0.199, 0.587, 0.114, 1.0]]; "ColorCorrections" ppEffectCommit 1; enableCamShake true; addCamShake [50,1,5]; and are not as ridiculously orange and blinding as in the video.
  15. pogoman979

    Spectator's Script in Arma 3?

    imo anything that the community can do i would rather the devs don't waste their time with and focus on fixing/improving the things we can't. Besides spectator scripts aren't hard... you create a camera object and manipulate it, maybe add some ui text and that's it.