deadsmell
Member-
Content Count
83 -
Joined
-
Last visited
-
Medals
Everything posted by deadsmell
-
Chernarus Life vs. City Life (2?)
deadsmell replied to Sgt. Gomez 24's topic in ARMA 2 & OA - USER MISSIONS
You guys can I get some clarification on whether or not this mod will be made available for anyone to host on their server? I did register at your website but its buggier than arma 2 and I cant use it. So will this be released to the public?, or is it gonna be like chernarus life where the guys that made it act like big babies, and dont let anyone to play it. -
I personally think alot of that could be changed simply by adding smoke grenades to the weapons crates. For some reason DST have completely excluded smoke from the weapons crates. I dont know why its not in there, I know alot of fps guys hate smoke, because they cant see, but thats kind of the point. players need to be able to give themselves some concealment while they move. smoke out an area and throw the corner camper off. Especially a game that touts realism (personally I think this game might be realisitic if you are a geriatric, or have multiple sclerosis, or you happen to drive one of the first vehicles ever made), why leave out tactical concealment? Its just classic flashpoint through and through. One of the reviews on the game summed it up pretty good. The game is simultaneously one of the best, and the worst. It has so much potential, but people need to play in the spirit of the game. Really in my opinion, if you want to call this a simulator, the only thing this simulator really teaches is teamwork, and I believe that is how it is designed to be. However like i said earlier, there just a bunch of glory hounds and typical crap players that i would expect to see in every other shooter except this one. Hopefully it changes soon. Im still having fun playing on DST server when i can get in (its a busy server most of the time) but I hope they will consider adding smoke grenades. I really think thats the place to start. ok see you guys out there. @sbsmac, dude youve been doing such a good job with the script packs and documentation, I really dont feel I have anything to contribute at this time. If i do though.... also I hope your feeling better.
-
I like it with a larger player count. its so so so much better than playin in a ghost town.
-
isnt it really the complete and total lack of teamwork,and player interaction? It seems people just scatter about after they spawn for the most part, you almost feel weird if you actually happen to be near a team mate, i think its more of a player problem. I see alot of narcissistic rambo's out there.
-
Hey Vonarc, good to see you man. Yeah I didnt host yesterday, but i did the day before. Theres another group of guys hosting ctf. They host under the "sof" prefix. I was playing with them last night. They are fun to play with. Ill try to start hosting at a more regular time, also as mentioned, a community member has been very generous in offering use of his dedicated server for CTF so that should help alot. If we can get that, im sure we can build a solid ctf arma2 community that always has somewhere to play. Vonarc what time zone are you in? I think me and the sof guys are all Pacific, seems we are all playing at night. What time do you usually play?
-
Hey Vonarc, I think you may have been playing that CTF game with me, but im not sure. I think I mentioned that the maps we were playing were all community created. Basically how it works is everytime you play a multiplayer game, you download all that "mission" info, and it saves to your pc. To find those missions look under: documents and settings/userprofile/local/application data/arma2/mpmissioncache it should be in or around there, substitute "user profile" for your user name. I think i got the rest right. anyway those are the saved mp games, you can transfer those over to your mpmissions folder in your program files, and voila, you now have access to host those games. Yeah i was hoping to see you back in the game playing with us the last couple of nights. I just received a message that may allow me to begin hosting on a dedicated server, so if that pans out, there will soon be a dedicated CTF server based on the westcoast. so that will be really cool.
-
Hey guys, I find myself wanting to play more of the "Arena" style pvp ctf maps. (to be clear, im talking small maps with borders, not ctf over the whole island like some people are doing). The community already has some real good maps out to accommodate this style of play. Ive just found that over the last few days there hasnt been hardly any servers for arena style ctf, especially ones with a low enough ping. There was a good ctf server i played on a few nights ago though that was really cool, but i havent seen it back since. Anyway I think im gonna go ahead and host tonight for those that are interested. Hope to see you guys jump in. Im hoping for team oriented players, not mvp, blitzers. I enjoy working with a team, and i have no problem holding a corner for five minutes while we make sure its all clear to move forward. im west coast, so thats my time zone. sign off and let me know if any of you are interested, that way i have some idea on if im gonna get any players or not.
-
game wont save 360 controller configuration
deadsmell replied to deadsmell's topic in ARMA 2 & OA - TROUBLESHOOTING
interesting, im actually using a wired controller. Perhaps i plugged it in after the game had already launched. Im usually real good about making sure everythings plugged in and what not before i start, but occasionally i screw up. Good to know you have added it to the bug tracker. Thanks. -
game wont save 360 controller configuration
deadsmell posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Hey guys not sure if this has been brought up, but its kind of annoying. The game has stopped saving my 360 controller config. The first few days I had it, it worked fine, but now it seems like the save gets corrupted or something, because now I often have to go reassign the 360 controls. It doesnt happen everytime, however, but it does seem to be occurring more and more frequently. I didnt change anything on my pc, so I dont know why this is happening. It just is. Am I the only one experiencing this? Im sure it would be a quick fix to include in one of the patches, I just wanted to make sure you guys were aware. Thanks, and thanks for the great game! -
4:3 aspect ratio doesnt seem to work properly
deadsmell posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Arma 2 will not display properly using a 4:3 aspect ratio. It cuts off all the interface/menu/hud text. Has anyone else had this problem. Using 4:3 could provide a performance increase, but its not displaying properly. Ive tried all different resolutions, and my monitor even has a built in button that i can push to switch aspect ratios. I can configure the original Arma to work with 4:3 with no problems and it gives a huge performance boost. Can someone help me out with this, as I would like to use these settings with Arma 2. Is this a bug that can be fixed please? -
4:3 aspect ratio doesnt seem to work properly
deadsmell replied to deadsmell's topic in ARMA 2 & OA - TROUBLESHOOTING
ok, your right anfiach, it does work. As many different things as I tried to get it to work, I never actually restarted the game after changing the aspect ratio. I just disregarded when it said to do that.:eek: oh well its working now. thanks. -
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
k, i think i got everything working right, one thing im experiencing now is my g36 starting weapon wont function, i cant scope or fire with it. i have to switch weapons in order to get function back. Ill try ver1.10 and see if it still occurs. Am i not supposed to be assigned as a rifleman before adding the script pack? Thanks. EDIT: More questions?........ How can I make it so AI non-controllable groups respawn and reengage their waypoint after being killed? (this ones real stupid on my part) Is there a list or something that describes in detail what all the objects/ammo crates/everything does/contains? (im not happy with the ammo crates im choosing or something). What do modules do? and why dont they ever seem to do anything? how do i enable gps, and nametags? i want to create a group of machine gunners? (i remember this being easy in OFP) how do i create more than one unit at a time without using groups, and not using copy/ paste? Seems like somethings wrong with my options here. Didnt you used get to set a number for the amount of units you wanted to place? ok well that will answer some of my questions. :) ok thats just the tip of the iceberg for now. -
just to chime in here, i actually use a 360 controller to play arma2. I know I know, im at a huge disadvantage, and i do get punished for it. its just more comfortable for me to use. im trying to make it work. Im sure that bohemia could make a console "version" of arma 2, but the bottom line is, is it worth their time and effort? I dont think it would be a walk in the park, the game would have to be ported over, thoroughly bug tested, submitted and approved by microsoft, (which just that submission alone costs like $50,000 just to have microsoft bug test it for a week, and if it doesnt pass you have to do it again). Also, the majority of the console community would NOT enjoy the game, it would be bashed left and right. I think it would be wise on bohemias behalf, to wait and see what kind of game dragon rising turns out to be, and how the console community (if there even was such a thing) responds to it. Or if a publisher said they wanted to publish it, and put up the cash, then if bohemia is so inclined they could give it a shot. Either way, console games dont get published overnight, or for cheap. Personally, I dont think Bohemia is going to put this on 360. I just dont see it happening. but if they think they can sell at least 600,000 to 800,000 copies at least, it might be worth the while to publish. thats really what it all comes down to.
-
ARMA2 on STEAM. Where do downloaded missions go?
deadsmell replied to zeep's topic in ARMA 2 & OA - MULTIPLAYER
That mpmissioncache stores the downloaded mission info from the games you play online. by placing those files into your root/mpmissions folder, you now have access to them. -
ARMA2 on STEAM. Where do downloaded missions go?
deadsmell replied to zeep's topic in ARMA 2 & OA - MULTIPLAYER
Thanks man, been looking for that myself. -
I havent had this much fun with a game in a long long time. I love it, its truly a masterpiece. Great pics you guys posted above, NO other game delivers the kind of experience you get from playing arma 2 (and ofp/arma for that matter). Im very appreciative that Bohemia is still delivering this awesome game. If it wasnt for them id be screwed because I simply cant stand whats happened to main stream gaming. this game isnt for everyone. You either get it or you dont. @mr.burns, what outfit is that the guy on the far right (kneeling next to the tractor) in the first pic you posted? he looks like freddy krueger or something. i like it.
-
please turn friendly markers on for a few weeks
deadsmell replied to twisted's topic in ARMA 2 & OA - MULTIPLAYER
lol. Although i bet you might hear about that when your fighting on the taliban side. -
Yeah I think this game at the very least deserves to get recognized as soundtrack of the year. it probably wont of course, but it should. Thanks Bohemia, great fricking game, killer music. I love all the music you guys put in your games.
-
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Thanks mac, let me keep tinkering around with it. I have some extra time today, let me see if I cant figure this out on my own, if not ill send it to you. -
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
The G36 sounds cool though. At least I think im thinking of the right gun.:eek: ok so far I have failed miserably at creating a decent map. Im not doing something right. let me try this newest version, i think i have been naming the missions wrong, I see theres a new way to define gametype so ill give this a go. I think thats what ive been doing wrong. -
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Looks like you got it right man. Cant wait to check it out. Im gonna start experimenting with it now. Thanks alot. I will report back, although my isp must be working on their servers or something cuz my internets been on the fritz all day. Hopefully theyre done now. -
Excellent post, I completely agree, thanks for saying so I didnt have to. but how to draw attention to pvp. obviously the guys playing and hosting the bastard maps arent watching the forums.
-
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
I agree. PM inbound, not sure how much help I can really be, but id be happy to help in any way i can. -
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
Yeah I have team based play in mind, not a free for all, that would suck. Id like to make TKOTH. team king of the hill. Sorry I should have been a bit clearer. sbsmac wrote: "3-flag C&H - yes, the scheme i have in mind should be able to deal easily wiht this. I never played a lot of C&H so can't remember the scoring system used - did you have to actually take the flag or just be in the areas? Feel free to suggest a scoring scheme and I'll look at implementing it. I expect I'll set it up so that adding markers called 'hold', 'hold_1' etc will allow any number of holdzones." - FYI I think that by default when using the sector control gametype, all flags start off as neutral, and a member from either team approaches the flag pole, and then raises their teams flag, thereby giving their team control of the sector. Your idea to just make it so if a player is in the zone, their team has control is great though. "I've also thought about how to implement automatic vehicle respawn for those who want it. Probably a marker called 'vehicle_park' will allow any vehicle placed within it at game start to be automatically respawne" - great idea, that prevents the mission maker from placing an over abundance of vehicles for guys to just screw around in It was also mentioned that C&H (whatever that is) is scripted so that the hold locations have to be taken in some sort of alphabetical order, that could be a cool concept when creating frontlines maps like i described in an earlier post. I however would just want to make sure there was no AI whatsoever participating in the game. EDIT: Also, I think it would be very helpful for noobs like me if you could include some sort of list in the pdf of what to name the markers for all the different functions they can do etc. I hope that makes sense, and I know this must require a considerable amount of effort on your part to put together so I hope im not asking too much, its just a suggestion. @RN Escobar, when I first glanced at your sig, I thought it said "muslim servers" lol. -
ANNOUNCE: PVP script pack released
deadsmell replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
ok, well ive found that by using the "wizard" and selecting sector control it basically provides a template you can use for mission making. Thing is when i try to edit it, i can move everything around and stuff, but i cant delete anything. Sector control starts you off with like four or five sectors, and I would like to have only one sector for king of the hill. So basically if i could just delete the excess sectors i might be in business, i remember doing it in flashpoint, but as much as everything is still the same, its so much different. I suppose i could improvise, and either just lump all the sectors together (i dont know how well that will work with the scoring side of things though) or i could arrange the sectors into a line, a frontline if you will. If i cant delete the excess sectors in the "wizard editor" im thinking the frontline solution is probably the best bet. Any help or feedback is greatly appreciated. The other question i have, is if i make a game like the one described above, would i still be able to utilize this scriptpack to make the minefields and stuff?, and what would i have to do differently to make it work? Looks to me like sector control could potentially be the best gametype, unfortunately it also appears to be the least played (go figure). This is frustrating. :) EDIT: SBSMAC wrote: "*edit* You can try changing the value of the _steps variable in line 36 of camControl.sqf. Default value is 60 but you may find it smoother with values down to around 20. Beyond that and you'll probably notice the camera 'lurching' in steps as it orbits." - Thank You