pogoman979
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Posts posted by pogoman979
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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.
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wow. He rated CC over skyrim? Now i am impressed
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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.
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You figure that they were also inspired by the original Carrier Command?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
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The sound in arma is a pure sound, no echo from the environment/ sound of the gun, and it's spot on.You realise the arma video sounds like absolute dogs balls compared with the rl videos you posted, i.e. they sound nothing alike.
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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.
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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.
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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.
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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 ----------
Given how stringent and inflexible the check you're proposing is, wouldn't it be better just to go with OnDifferentData = "kick (_this select 0)";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 ----------
My advice - disable scripting commands that your mission doesnt need
also do you mean by using #define? because a hack can just use #undef for all the relevant commands.
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But then I rarely play Coop and cheats do no real damage to a PvP games so
they wouldn't bother...
Don't think that's legal.... either way you're lowering yourself to their standard
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.
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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
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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.
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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.
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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.
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in arma hundreds of lumbering zombies each running scripts == rubbish performance. why not have far less but far more terrifying and effective zombies a la 28 days later.
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Mpb3ziT16TY
shameless self-plug :P -
I haven't played it in a few years but i remember the Project Reality mod for Bf2 had amazing audio (much better than A2), and that game is old.
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from what i have read of the ****************** forums, it doesn't matter what security you have on your server, hackers will still get through. In fact some hackers enjoy hacking security enabled servers and so will choose to cause havoc there in preference to servers with zero protection, just to rub it in that we can't touch them. Therefore due to performance loss and the fact that it won't really stop anyone anyway some server admins prefer to just leave battleeye and signature checks off.
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sounds like a serverside issue. Such events happened to me and a bunch of other guys a few weeks ago because their server provider (hypernia) was having ip issues with clients. In any case i can assure you the buildgun works.
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-Psycho-;1870408']hello' date='this gamemode looks like a realy good public pvp map. please do not stop to work on it.
a question: how i build strucutres? i was engineer class and fired with my handgun on the building (when heathbar seen) but the heathbar didnt grow up. (only my heat with the time...)
whats the error? did i make a mistake?
so long[/quote']
Sounds like you did it all correctly. Can you provide a bit more information, like what team you were on and which building, as i've never had such a problem. It could be you were trying to build the radar by yourself which takes a long time so it may have seemed like nothing was happening.
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Couldn't get my buildings to finish though..would get to 25% and stay red outline?
Your build gun has a heat meter in the top right hand corner of the screen, if it reaches 100% you won't be able to build until it cools off. The greater the percentage of heat, the longer it takes to cool off, so if you overheat it you won't be building much for awhile.
The research tree is only partially implemented, that was something i was half way through implementing.
hope you keep it up pogo or pass on to someone willing to take under their wing.. id be glad to play more of it
I will keeping updating it if people play it.
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Mission files (0.131): http://www.armaholic.com/page.php?id=13613
Empires is PVP mission based on the HL2 mod called Empires:
http://www.empiresmod.com/drupal/
I was working on it a few months ago but due to a general lack of interest from the community in PVP other than warfare i sort of lost motivation and have since moved on to other projects. I've decided to post it now as it's been over a month since i last worked on it and if i don't release it now no one will ever see it again.
It has been thoroughly tested, although the latest iteration not so much, and it should also be compatible with ACE, at least with the version of ACE that was out more than a month ago.
If there is enough interest i will continue working on it because i think its a great gamemode, otherwise however this will be the last version.
Gameplay Info (from briefing):
The objective of the game is to destroy the opposing teams' command vehicle or headquaters (HQ).Classes:
Engineer: The most important class early on, the engineer can build/repair structures with his pistol by walking up to them and firing when the buildings' health bar can be seen.
The engineer can also repair vehicles.
Rifleman: Has access to the most powerful assault rifles and machineguns and is the typical grunt of the battlefield.
Grenadier: Has access to Anti-Vehicle weapons and is the only class that can drive tanks.
Scout: Has camouflage and uses long range sniper rifles. Is also undetected by Autoturrets when prone.
Buildings:
Command Vehicle: Marked by an HQ icon on the map. If this vehicle is destroyed your team will lose, and the other team will win. The driver of the command vehicle is the commader for the team and
is the only unit that can place buildings, drop supplies and research. Buildings can only be placed around players on the commanders team. To select players to build around choose the 'Select Target' option
in the commanding menu when in build mode. Research gives access to better turret and vehicle technologies.
Refinery: Can only be built on resource nodes which are marked by yellow crosses on the map. Refineries generate income for your team.
Barracks: Spawn points for your team. You can also walk up to a Barracks and when you see the health bar an option to change class/barracks will appear which
allows you to teleport to any other barracks as well as change your class.
Field Hospital: A place for players to heal.
Radar: Allows the commander to research.
Vehicle Factory: Allows players to build vehicles using the 'vehicle contruction' action.
MG Autoturret: A turret that automatically engages enemy infantry within it's range (at lvl 1 the range is 100m).
ML Autoturret: A turret that automatically engages enemy vehicles within it's range (at lvl 1 the range is 200m).
Wall: ...
Some screenies:
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Swedge asked me to have a look at ACE spawning problem so heres the solution:
hey mate, try replacing the getGridPos function in common/functions.sqf with this:getGridPos = { _pos = getPosATL _this; _x = _pos select 0; _y = _pos select 1; _x = _x - (_x % 100); _y = _y - (_y % 100); [_x + 50, _y + 50, 0] };
i did this awhile ago for a lingor island beta because there were some spawning problems. The reason was because the map in the lingor beta had a messed up grid system so i changed the ai spawning procedure to rely solely on worldpos coords instead of grid coords (should've done it that way from the start) and it fixed it. Never updated it for the other islands though and i think ACE changes the grid system which is why units weren't spawning.
also posted in ACE insurgency thread
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Swedge asked me to have a look at ACE spawning problem so heres the solution:
hey mate, try replacing the getGridPos function in common/functions.sqf with this:getGridPos = { _pos = getPosATL _this; _x = _pos select 0; _y = _pos select 1; _x = _x - (_x % 100); _y = _y - (_y % 100); [_x + 50, _y + 50, 0] };
i did this awhile ago for a lingor island beta because there were some spawning problems. The reason was because the map in the lingor beta had a messed up grid system so i changed the ai spawning procedure to rely solely on worldpos coords instead of grid coords (should've done it that way from the start) and it fixed it. Never updated it for the other islands though and i think ACE changes the grid system which is why units weren't spawning.
Why warfare fails as a game mode
in ARMA 3 - GENERAL
Posted
I thoroughly enjoyed warfare in arma1 but in arma2 it was awful by comparison. Never really figured out why