USMCLuke
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Posts posted by USMCLuke
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You're right about the memory leak and the errors. We turned off the UltraAI setting (we had had it on) for our custom difficulty. This gave us an average of about 2 hrs more uptime per session. As it stands right now, AI seems to be the big resource hog, and while it may not reflect it on your server stats, it def. reflects on every players average bandwidth over time, which will steadily decrease. Once it reaches the point where phantom squad members are shouting "Where are you 100 times a minute and town captures slow to 30 - 40 min. a piece, that is about it. It usually gives us a "no response" within a short time after and that is the end of the session. The most towns we've managed to capture before this happens is all but about 4 or 5, so we've never truly beaten this mod or Superpowers with a full town capture.
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What we do is take over command from the AI Cmdr before he can build anything at the original location. We then drive the MHQ to the nearest airfield (some you have to fight through to). Once there, I have to disconnect and reconnect quickly to remain Cmdr and get the "Construction" option (this is a bug that carried over from Superpowers). I then build the base in a manner that allows aircraft bought to interface with the airfield (if the area around the AF is clear, the first plane/helo bought will spawn off the side with the Hesco barriers, I use this to "aim" the aircraft toward the runway without being on it). The alternative to the "Construction" option bug is to let the AI Cmdr deploy the MHQ then re-mobilize it once you assume command, but this can cause some bugs, such as losing the MHQ all together and respawning at the corner of the map in the ocean, but if you do it this way, there's no need to disconnect/reconnect. Also keep in mind that the two smaller airfields may require some smooth taxiing to get a good take-off distance because the unimproved surfaces slow the planes down.
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Either way, the entire base being destroyed at the moment is a moot point as in Proton's version the MHQ can be rebuilt. I might recommend a reduction in the cost to rebuild however. I think the intent was to ensure a town cap. win versus an HQ destruction win.
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Well, on our server, cities get fortified. I'm sorry you have to play with civvies all the time, because if you played with us you'd see the difference between the CoD civs and what actual Marines/Soldiers/and Naval Aviators can do. I can't emphasize enough that this game is a military simulator and the people who create mods should listen to the guys that actually know what it's like to live through this crap. We're just out to have fun too, so some things will obviously be unrealistic, but some things should definitely be as real as possible, arty is one of them.
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I hate to sound like a broken record here, but ArmA 2 is a military combat simulator not just another FPS "shoot 'em up" mindless fragfest. Having artillery on call by no means should be a "game ender", nor is it a "super weapon". Artillery is just another force multiplier on the battlefield. And yes, calling arty on towns is exactly what it should be used for, when required. The main reason to call it is not the annihilation of your opponent's base, but to dislodge enemy forces from an advantageous position such as using it to soften up a heavily fortified city in preparation for a combined arms maneuver into the city. It should have a realistic range, ECR, and effect on morale.
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There aren't MLRS in the US Marine Corps inventory. So you don't have to include it. It is capable of striking the entire area of Chernarus in theory, however the current units only fire a short range and then the rounds explode mid-air.
The M119A1 105mm Howitzer only has an effective range of 14km (max charge) on a standard round. If it is using RAP (Rocket Assisted Projectile) rounds, it is roughly 19.5km. However, I can attest to the fact that RAP rounds make a very distinctive sound overhead as the rocket fires, and the rounds in the game definitely are not RAP rounds, therefore you can limit their range based on an assumption they are firing standard HE. I agree with having the two bases separated by the best possible distance. This goes back to my perm. base idea.
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If you add in static starting positions, you should be able to incorporate this add-on:
Artillery (Support System Package) 1.03 Hotfix 1
Multiplayer Coop Compatible
By SoccerBoy_TW
From what I'm reading, anyway.
And some of my guys can get the arty to work as-is, it seems it's only a "bug". It also seems that it only works on guns placed by the AI Commander? It's really screwed up.
Also, apparently my editing of the locking and setting the min. distance between HQ's was buggy so I reverted to your base scripts.
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A couple more things...
In regular Superpowers, Insurgents would spawn as players/side AI approached the town at a gien distance (I know this is a variable somewhere, just haven't found it), in your version, it *seems* slightly delayed, meaning there's no resistance other than maybe a fixed position or two and only once you begin capping the town CP does the faction spawn resistance.
Some of my guys have been able to use artillery, I'm not sure how, I can't replicate it, but they're getting the map option from the action scroll wheel menu with elevation, azimuth, range etc. It's not every time, however. I've tried everything I could think of to try and get it to work. Any ideas on this?
Where in your files would the "SIDESTARTINGDISTANCE =" variable be, or where would I add it? I've been tweaking some functions while testing this on my server and I'd be happy to see if this works since we're solely running your mission now and restarting 10-20 times gets really old (not blaming you, we had this same problem with Superpowers).
I nulled the vehicle lock feature for our server as an admin is always present. We really have more problems with vehicles being locked than bad players. A jerk doesn't ruin anything on our server even though it's always public because we always catch them quickly. FYI Binesi is one of my guys, so a lot of his feedback is from our server.
Thanks Again!
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How feasible is it to mod this to have set starting locations? We usually have to restart our server a good 10 times (at least) in order to get the US and RU HQ's separated by any reasonable distance. Often they start out within 1km of each other. What we'd like to do over on MG's server is to set up the US HQ near Balota Airfield and the RU HQ at the NW "Hardball" Airfield. Having permanent bases with the factories already in place as well as static defenses and fortifications would be a real plus. We're not asking for you to do this yourself, but if you could tell us how to accomplish this within your mod, we'd appreciate it.
Also, which of your files control the available weapons and infantry? We'd like to expand these a bit if you don't plan to.
Can't wait until you release the version that doesn't require an add-on, this has been driving away most of our public players, only the regulars even attempt to install it.
Thanks!
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We disabled UltraAI in our custom difficulty last night and our host moved another server off of our box to allow us to be the only ArmA 2 server on it. These two things allowed us to play this endlessly last night. Good stuff.
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Sorry for the delay, I'm in CST (GMT -5). It's sent. It's a 2MB file, so it may take a while to go through.
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Going through the ArmA2Server.rpt last night I was seeing a lot of errors. I can e-mail it to you if you like Proton. Head out to www.militarygaming.net, register an account and I will e-mail it to you.
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Somehow, through your editing, you seem to have fixed it the game-ending bug, so I wouldn't mess with that. I always have my guys vote me Cmdr right off the bat so that the AI doesn't put any buildings down, this seems to have an effect on the AI as it will actually treat your new location as the HQ as opposed to continuing to use the old location for any reason what so ever.
The only problem we're currently experiencing is a general slowdown and ultimate server crash around 3-4 hrs. in/75% towns captured, but I have a feeling that it's just an overload due to Superpowers/AI, not your code.
I did modify your scripts on our server to allow for a $5000 starting amount for each squadleader as well as 10k supply points so that the entire base could be built at the start.
The supply trucks seemed to work smashingly tonight. @greenpsycho - Pay attention to the SV: ##/## at each town. It can only be resupplied if the left number is less than the right. We found that having someone send supply trucks while defending a CP can help hold onto it longer since capping is directly related to decreasing your opponent's SV to 0.
The only other issue I've found is that as the Commander, if a human takes a squad over, and then either moves to another squad, or disconnects, the Commander can no longer control that squad in any way, that too is a Superpowers issue.
All in all, it seems to be working great overall. I wouldn't change too much with the current code. There's a couple arty mods out there that you could probably implement. I would suggest keeping all assets "off map" just because of the random nature of the base spawns. Maybe implement the 81mm's in some way on map, such as having a mortar pit at each central town CP (or just a couple strategically placed) that could be used "on call" within a 5-6km radius. You might be able to do something similar with the howitzers, maybe place them at the airports as well?
Our solution to the lack of airports has just been to move our MHQ to one of the 3 and build the AF in a way so that when it spawns aircraft, they can be taxied to a runway.
Keep up the good work!
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Have you modified either of the files that are part of the Addon between versions? The reason I ask is that I need to tell my people whether or not they need to re-download and reinstall those 2 local files or if they will be fine as long as I have the latest version uploaded to our server.
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That's not scripting written into Proton's mod, that's just the way it is in Superpowers. Quite frankly, it really wouldn't make sense to allow enemy vehicles to be taken.
This isn't GTA.
A U.S. Marine is not going to jump into a half shot up enemy technical, even if he's on foot, for a great number of reasons.
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I still haven't had a chance to check yet myself, but out of curiosity, is the bug fixed that would cause the other team to win if you took over Commander from the AI before the HQ was initially deployed?
I always like to take it away from the AI and move it somewhere else like an airfield, and build it more strategically. I've noticed that in regular Superpowers, if you take it away immediately at mission start, you won't get the option for construction unless you discon./recon. The benefit of doing it this way is, that if you reassign it back to AI, so that the AI can issue missions to the AI squadleaders (because if you move them they dump their squads and go off alone and get killed) the AI generally doesn't try to build new stuff at the older location.
If you take over after the AI has already been commander, the the AI will do all sorts of wierd things, depending on how long you're Commander and what you do, like never issue orders to AI squadleaders, try to build an all new base back at the first location (if you moved it), or best of all just pack up the MHQ and do nothing at all.
Also, I may be doing something wrong, but if an AI squadleader dies while I'm Cmdr, his unit symbol is gone perm., this doesn't seem to happen while AI is Cmdr.
In your version when I tried this, playing as BluFor, as soon as I deployed the MHQ, OpFor won and that was that...
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Interesting, did you add those vehicles since your 1.0 release? We didn't see them there, and I haven't tested 1.1 yet. I've uploaded 1.1 to our server and I believe one of my staff members is currently running it but I will be unable to check until I'm at home tonight.
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As far as setting up your fixed-wing to runways, a simple solution (at least it sounds simple to me in my head), would be to put a capture location at the airfield and then maybe have a set spawn point for where aircraft would spawn for that faction when purchased. This is aided already by your buy anywhere script since you don't necessarily have to have a base structure built there, just an Aircraft Factory built somewhere.
A couple requests, if I may:
Can you put the F-35B as a buyable aircraft? The A-10 is not a USMC asset, FYI.
Can you allow for the purchase of the Avenger HMMWV since the Russians get Tunguskas?
Also there are many, probably too many to list, infantry units for USMC that we'd like to see, especially the Designated Marksman and Force Recon bubbas.
The GP-25/203 smoke rounds, colored smoke, 1911, and 1014 are several of the weapons we'd like to see as well.
Would it be hard to implement the actual helo pad that some other mods have as a buyable/placeable base structure? being able to tell your helo to land at a given point at the base is really helpful when running AI pilots. The lazy side of me would like to see an auto-rearm/refuel/repair at the pad, but the purist in me kinda likes that you currently have to manually drive the 3 trucks to the aircraft to resupply it.
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I think having the vehicle locked is more of an anti-theft device to keep other players from doing precisely what you said, shoot all the occupants, steal the vic.
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You could select it, but nothing would happen. When it happened, it seemed to happen to everyone on the server at about the same time.
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Thanks for sticking with it Proton. MG will give it a shot again on our server tomorrow.
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Easy solution would just be to put Arty on a timer, which is already implemented in several mods. You don't need a building of any type to fire arty or mortars, just a plotting board and an FO (Forward Observer), which can end up being anyone who is on the other end of the hook requesting a fire mission.
I saw it mentioned somewhere that MLRS are not a Marine Corps asset, but we have field tested them in the past although they have not deployed to any theater under our command. Just because something can fire up to 32km, doesn't mean you can't fire under that either, meaning they could just as easily be a real world unit as well, although if you're going for authenticity, they definitely are not in the inventories of any of the current MEU's.
M252 81mm mortars have a max effective range of 5.9km. For these, we MG guys have discussed having capturable LP/OP's in strategic positions in order to implement this realistically.
And from the perspective of about 20 former Marines, sailors, and soldiers, Warfare is the closest game mode to actual sustained combat as the ArmA 2 community can currently offer while still allowing for a multitude of AI as well as PvP while still offering the flexibility of multiple roles and no reliance on actual players.
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It definitely has potential. There are more bugs on an actual dedicated server (ArmA2Server.exe) than on a local machine though, apparently. I had myself and 5 other MG members as well as other people testing this for about 12 hrs on our dedicated. Unfortunately, aside from the added gear and vics, the features Proton has added, like the locking/unlocking, and buy anywhere option, are the exact things that break or are bugged from the start. And when we had the inability to unlock a vic, it was that way perm. for anyone on the server from that point on (about an hr into that round). We tried swapping the units with other members, discon./recon, everything.
Is there anyway someone could share with the MG guys here exactly how to edit Superpowers exactly as it is, but to just add all the extra weapons and vehicles? We're easily satisfied and don't need all the extra bells and whistles.
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It's a nice thought. But what happens is after a little bit, all the vehicles you buy come locked and you can't unlock them, nor can you give them orders. Pretty frustrating when you drop 14k on an A-10.
Warfare Proton Mods
in ARMA 2 & OA - USER MISSIONS
Posted
So when are you going to give us another update to test out, Proton?