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pogoman979

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Everything posted by pogoman979

  1. pogoman979

    CO16 Insurgency

    most servers run don't run the betas. W0mVLmzqtUg new beta: http://www.ausarma.org/forum/viewtopic.php?f=40&t=419&p=6017#p6017 note very wip as there are alot of new additions.
  2. pogoman979

    CO16 Insurgency

    0.70 or 0.71betaxx? if you are referring to 0.70 then please try the latest beta version as 0.70 is ancient and the opfor spawning system completely different to what it is now. 0.72beta1 will be out soon (im just swamped with uni work atm) and it contains a whole bunch more of radical gameplay changes.
  3. pogoman979

    CO16 Insurgency

    ... Show me how to make the ai fly better than a human can and engage targets more intelligently and how to make it communicate with other players-oh wait, thats impossible. Coding in AI CAS is piss easy and anyone can do it, but why the hell would you want ai to do something a player could do 100 times better. If i call an ai a10 in to strafe some buildings and engage some infantry targets, hes not going to, unless i start coding in fireAtTarget and change his bearing to line up exactly with the desired targets every couple of seconds, which is far too much work. Also why take the fun away from the players? Everyone loves strafing things in the a10 so why assign that role to a computer thats probably gonna go off course and engage a tank 1000m west of the designated area. When coding missions you need to think about whats fun for the players and whats not, but i guess you wouldn't know the difference BF2_Trooper :P
  4. pogoman979

    CO16 Insurgency

    Ordeal you copied the links with the shortening ... thingo. just go here for the links: http://www.ausarma.org/forum/viewtopic.php?f=40&t=419 if you want to help with the beta tests.
  5. pogoman979

    CO16 Insurgency

    har har :P
  6. pogoman979

    CO16 Insurgency

    0.71 is on the verge of release as i released the last (hopefully) beta a few hours ago. Once released i'll have a look at an ACE2 version.
  7. pogoman979

    CO16 Insurgency

    a parameter isn't needed to lock a slot. Admins can do that already. wrt the NLAW yeah its the one bug with the BAF version i know about. Just forgot to change the one shot script from the m136 to the NLAW.
  8. for what its worth i dont care.
  9. pogoman979

    CO16 Insurgency

    as ordeal so subtly said i'll be releasing a takistan version soon and atm i cant see how pvp would work given the map is so huge so the initial release will just be coop. I'll also put out a coop version of the zargabad one too btw is anyone else having problems with the BAF version because i hopped on a game just then which was running fine with 20+ players.
  10. pogoman979

    CO16 Insurgency

    i will release a fix for the BAF version sometime today. edit: actually i'm not actually sure what the problem with BAF version is so i'll have to do a playtest of it at some stage before i can fix. I know the AT is bugged (fixed) and that vehicles sometimes dont respawn, but cant repro by myself so. just a note for everyone on the ai teammates: It is actually recommended that you do not disable them as having ai in a players' squad adds to the number of players when the server isn't at full capacity (obviously), however they take nothing away from the servers' performance as the ai are local to whoever is the squad leader of the squad, and if this is a player then all the cpu work is done on the players machine. So basically ai fleshes out the player numbers without costing anything in server performance, so unless people find them annoying i'd recommend never disabling them.
  11. pogoman979

    CO16 Insurgency

    to clear a building you must actually walk through it and there must be dead enemies in or around it (and no alive ones near it [ie within 10m]). The red sectors now only green up if there are at least 2 blufor players in them. The ai will spawn on their squad leader only if he is player controlled and there are no enemies nearby etc. also wrt vehicle respawn bugs, i think the BAF version is bugged, so please stick to the normal version for the moment. i didnt do any of my testing on the BAF version whereas i know for certain the normal one is fine. i will release a fix once i find the problem sometime tomorrow (got work all day today).
  12. pogoman979

    CO16 Insurgency

    0.70: http://www.megaupload.com/?d=PMJ7R3VN (contains BAF and normal version) changelog (again only major changes i can remember): changes to the CAS system: each squad gets a CAS support option every 20 minutes and any unit in the squad can request it, but the request has to be approved by the squad leader. changes to the ai spawning system: ai spawning and intensity has been improved immensely, firefights are much more intense. Every building you clear (ie buildings that had enemies in it which are all killed) will never have enemies respawning it in again (even if the square is still red). Added blufor ai that can spawn on the player etc (these are playableAI and so when players join they take the place of the ai. they can also be disabled). Added 4 opfor players with the sole purpose of harrassing the blufor (they have access to IEDs etc and spawn on other opfor units). Fixed JIP lag issues. added dust effects (can be disabled by admin in parameters) and a multitude of minor fixes and tweaks
  13. pogoman979

    CO16 Insurgency

    Just a little update on the progress of 0.70. we have been testing beta versions quite heavily over the past couple of days and are steadily getting there, i've made tonnes of changes. The overall big ones are: changes to the CAS system: each squad gets a CAS support option every 20 minutes and any unit in the squad can request it, but the request has to be approved by the squad leader. changes to the ai spawning system: ai spawning and intensity has been improved immensely, firefights are much more intense. Every building you clear (ie buildings that had enemies in it which are all killed) will never have enemies respawning it in again (even if the square is still red). Added blufor ai that can spawn on the player etc (these are playableAI and so when players join they take the place of the ai. they can also be disabled). Added 4 opfor players with the sole purpose of harrassing the blufor (they have access to IEDs etc and spawn on other opfor units). Fixed JIP lag issues. those are the major overall changes, theres a heap of other minor ones or ones i cant remember now but this is just to let you guys know that 0.70 is still coming. if you want to parttake in the beta testing the latest beta will always be on the vma server (note its an Aussie server tho).
  14. pogoman979

    CO16 Insurgency

    currently theres no end trigger, just never got round to putting one in hehe. i'll stick one in for the next release.
  15. pogoman979

    CO16 Insurgency

    1. should only occur if you were the only person within 300m of the vehicle which is hardly ever the case. 2. yeah i'll switch off the engine. 3. will add them in. I've been playing a few matches on pub servers and i've noticed lately the intensity of the ai hasnt been very high, especially in the city. i have just made a few changes that should make the intensity much higher in terms of the number of engagements whilst maintaining the same number of ai. should have a version out sometime in a few days once im done with all my uni work :)
  16. pogoman979

    CO16 Insurgency

    just a little fix release (0.69): http://www.megaupload.com/?d=DHJS7JZZ sorry it doesnt have more content but im really swamped with uni work atm. changelog: added percentage of accuracy to intel markers added atv's at main for players stranded at main base. fixed numerous bugs with 5th hitman unit in each squad (which was causing all the errors in the rpt file. i didnt give the new hitman units a capital letter which broke everything lol). fixed squad weapon checkers to work correctly (this wasnt really broken the script was just far too strict and checked for weapons on the ground near the player). reduced required kill streak for a10 to 12 reduced enemies near radius when spawning on players to 75m from 100m. and many other forgotten tweaks. ---------- Post added at 12:16 AM ---------- Previous post was Yesterday at 11:38 PM ---------- BAF version of Insurgency (0.69): http://www.megaupload.com/?d=27KEWCLS
  17. pogoman979

    CO16 Insurgency

    ok im off to bed now but heres a few responses in no particular order: @Zothen firstly cheers for the detailed feedback! unfortunately the humv's cant hold much ammo (they're at full capacity already), so i may add a deployable ammo crate system ala domo. i havent experienced any of the slot issues you are talking about in any version of insurgency ever, so am not sure whats going on there. patrol lockups do not happen, a new patrol spawns only when the crew from the vehicle of the old patrol is all dead, and when the new patrol spawns the old vehicle isn't deleted. i like it this way because abandoned vehicles/vehicle wrecks add to the atmosphere and dont appear to harm server performance. wrt group lockup: ai spawn on a per player basis, ie each player gets his own group of 5 ai. so if one player runs into the middle of a city, only 5 ai will spawn, if 2 run in, 10 will spawn. group lockup can be achieved for example if lots of players ran into an area, and so lots of ai spawned but then everyone except one player ran off again without killing any ai. now obviously the ai wont despawn because theres a player nearby. I will have a look at fixing this for the next version also, however i dont believe its too critical an issue atm as you really shouldnt be charging off into other areas when the current area you're in is still hostile. @BF2_Trooper I may add blufor ai in future yes @UGLY58 a takistan port is planned once zargabad insurgency is perfected i'm generally against adding in additional ai for purposes that dont invlove shooting at players, as it means less enemies for blufor and so less fun.
  18. pogoman979

    CO16 Insurgency

    ai do not spawn in destroyed buildings however when a building gets destroyed for some reason the ai inside dont really get hurt, even when they're mostly buried by the rubble :/. idk its something for BI to fix. i've been thinking about adding civilians however adding noncombatants to the mission seems like too much of a waste of server resources.
  19. pogoman979

    CO16 Insurgency

    0.68 fixes the surrendering issues (see previous page). "The objective of the game is to find and destroy 9 ammo cache's. You can find out intel on the location of these ammo caches by interrogating surrendered insurgents."
  20. pogoman979

    CO16 Insurgency

    cheers mate ^^ New version 0.68: http://www.megaupload.com/?d=14Z0LTIH changelog: relaxed ai surrendering conditions made a few tweaks to the ai spawning system. added 1 extra unit to each squad (ie now 4 squads of 5 units). fixed ai vehicles despawning instantly after being destroyed. fixed occasional gear dialog flickering spaz out. other forgotten changes. updated first post.
  21. pogoman979

    CO16 Insurgency

    i just added some code which tells me where the humv gunner is looking, it still doesnt help if you're in freelook but it means if you actively point your weapon in that direction the ai wont spawn hehe. irt ai spawning in buildings just cleared, i can actually easily fix that. new ai only spawn for the player once the bodies of the killed ai have been cleared, and they will not spawn in buildings with dead ai bodies. currently however i just have body deleting conditions too lax (ie if theres no players and noones looking within 50m of a dead body it will clear, thus freeing up the house for spawning again). therefore i'll just make the min conditions for bodies to clear a bit higher.
  22. pogoman979

    CO16 Insurgency

    the humv's come with a fair bit of ammo and at main base you can use the loadout script to update your weapons instantly (ie after you save your weapons if you are at main base they will be added to you right away so you dont have to wait for respawn). Here is exactly how the ai spawning works: AI will only spawn in grid squares that a red and even then they will only spawn in buildings. the ai spawn for each player (currently there are 5 ai per player), and they will spawn in buildings directly in front of the player 400-500m away, they will despawn if there are no players within 500m of their position. the ai will also spawn at a minimum distance of 50m from a player as long as no players within 500m of the spawn position are looking at that position. Now the shortcoming with this script is it uses a bit of math to calculate where each player is looking depending on the direction they are facing, and in arma you cannot tell where people are looking when they use freelook or are in vehicles (as getDir only returns the direction the soldiers body is facing), so obviously the system isn't failsafe and people do occasionally see the ai spawning. Now i know of a way to get where each player is looking but it requires screentoWorld which only works for the player, so i'd have to grab this data from each player which requires constant broadcasting of traffic and im not sure how much network lag this would create. Now to partially combat this problem i've made the ai only spawn indoors if they are using the secondary spawn script which spawns them quite close to the player, however the ai spawning at 400m+ still spawn on roofs as well as otherwise there would be no ai on roofs except for the stationary guns. i'm constantly refining the system so it will get better over time, the whole point of it however is to simulate the entire map being hostile without actually having units everywhere.
  23. pogoman979

    CO16 Insurgency

    sorry the vehicle patrols despawning is something i added in 5 seconds without thinking about it in the latest version. i'll also relax the ai's surrendering conditions. i've never tested the mission with ace or zeus ai but if those mods are compatible with stock oa then it should be fine. the point of the loadout script is to allow players to choose the weapons they spawn with, so you dont have to go back to main base to change your weapons. also it allows me to limit certain weapons. when i get home today i'll release 0.68 and fix some of the issues, so if anyone has some more not too major requests post in the next couple of hours. cheers.
  24. pogoman979

    Insurgency (based off PR)

    its definitely happening for OA, i'm about 1/3 of the way towards release.
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