Jump to content

-RIP- Luhgnut

Member
  • Content Count

    812
  • Joined

  • Last visited

  • Medals

Everything posted by -RIP- Luhgnut

  1. Oh, I figured it out, but had all my plug in stuff already in Utes and I'm lazy. Yes, this is true. I do this out of habit and my in ability to change. :) The Wizards code you wrote is way, way better to organize than my old fart way. So prolly best if I start building the templates. Here's some goodies for you guys. FLAGS for your missions All re-sized for the script pack. just copy into your ctf/flags directory and rename to "east" "west" "neutral". I use our [RIP] Flag for Neutral.:p ACE2 Ammo Crates All the weapons in separate .sqs files. by type. Included is a single .sqs that has ALL the stuff. Then three with side specific "East/West/PLA", then more broken down by side/function. Instructions in each .sqs on how to use. Easy-peasy. So you want Ace2 East Weapons only? Just put the code in the crate object init line. Done. You can use these until sbsmac puts in the Ace2 load-outs. They work fine. I also just added some templates to the share that have some interesting mechanics/scripts. Everything I use REQUIRES ACE2. and I use most all the islands that ACE2 updates. I also run a custom.sqs file that generates random weather.
  2. I think the game logic and the trigger named the same and set for Game Logic are the same thing. Looking at the code. I've been using the wizard now for about a month in beta and it's awesome. Here's another trick... I create all my mission set-ups in the Arma2 editor first. I have little templates on utes with all my regular setups. I have one that just has my AI respawner stuff, Create a mission and save it. Import from Utes all your normal rigs. Weapons crates, AI spawners, markers, etc. Move em around on your new map the way you like. Once everything is placed. Save. Copy your custom.sqs files, scripts, etc, into the new mission directory. Fire up the wizard. Open the new mission by checking the box "show missions that don't use the script-pack". Bring everything into the wizard. Alter your settings in the wizard. Save. This then generates all the needed script pack stuff into the directory, set's the init and description files, etc. Then go back into the Arma2 editor and preview. You can then export to single/multiplayer then, or do it with the wizard. So fastest way. On utes, make up a mission with standard markers for your gametype (AAS,CH,CTF,etc), save each one individually Make up another mission on utes with Respawners, AI with Arty, etc. Save each individually. Start up Cherno or whatever. Import gametype from your utes missions. Move them into position. Import AI respawners, and any other special goodies, move them around. Keep doing this till you have everything loaded you want. Like building blocks all lego style. Don't fire up the wizard yet. Get everything placed on Cherno or whatever island. Save as user mission Move Custom Scripts/Custom.sqs files into the mission directory. Fire up Wizard Open it with option to show missions not using the wizard. Alter wizard settings. MAKE SURE YOU IMPORT custom scripts check box! Save or export PBO if you're ready. Done Takes me longer to make up the mission logo than it does to make a mission. No foolin.
  3. Luhgnut's Tips and Tricks for [sBS]mac's PvP Wizard Single player/co-op Destroy Missions (Vehicles) Situation: West: Human Player - East: AI Set Game Tab Item: Allow a team to win when the other team no longer holds any objectives to "YES". Create ONE 1m x1m West objective and place it in the ocean way off the way and put the keyword in as "hidden". The Objective keyword string should be: "Dummy Objective",west,hidden Set game type: - Coop Set all other objectives on the map to be owned by east Reason: It allows the west player to neutralize the destroy objectives creating a win situation where the East AI cannot get to the single west objective out in the ocean. Destroy objectives will only turn neutral and won't actually be "captured". Destroy text code should be: "Destroy This",east,destroy, (mobile) use mobile if you want the vehicle to be able to be moved after mission initializes. Just keep it out if you want it to stay put. IMPORTANT - Make sure when you place the objective marker over a destroy target that it doesn't cover a building! Unless you want the building to be the target. EVERYTHING Under the Destroy objective is marked as THIS STUFF MUST BE DESTROYED. Just make the objective marker really small if it's a single item and place it dead center on top of it, and you'll be fine. FYI, item names when hovered over is the center of the item. Make sure the objective marker covers the center where the name shows up when hovering over. If a marker covers the back end of a tank, and not the center, it's not under it. Also be cautious of where you place the guarding AI. Had a situation we couldn't neutralize the town because an AI got shifted under the destroy objective and since it was set "mobile" he wandered off and ran into the woods. Had a hell of a time finding him, then debugging. ------------------------------------------------------------------ Mixing Destroy Objectives with Capture Objectives If placing both types of objectives: It's best to have the capture objective at the beginning or middle of the mission and entice the player to attempt a capture mission by placing a nice vehicle they will need to neutralize the other two objectives creating a win situation. If you put the destroy objectives first, when the last capture objective turns "neutral" the game will end. So you want it captured prior to neutralizing the last destroy objective. Set everything up as above but place the capture objective anywhere prior to the last objective. Make the "last" destroy mission tough to do unless you finish the other capture objectives first. I do this by having additional ammo or a tank or something they will need to finish the last destroy mission. You can have as many destroy and capture objectives you want, but best to have LAST objective be a destroy mission. You can also say have a hostage rescue objective prior to the last objective. Have to deliver the hostage in a town guarded by the enemy for example. You can also force this by setting the game type to AAS but it's intended for PvP game types, I've noticed some oddities when doing this but you can try. ------------------------------------------------------------------- Co-op Assassination Type Missions Set everything up as above When using non vehicle AI as an assassination/destroy target place the objective marker right on top of the AI. I use a 5mx5m square or LESS so only one AI is under the objective when the game initializes. The objective string should be: "Assassination Target",hostage,destroy,mobile,east Place it center over what needs to be killed. This marks AI the target as the objective Special tip: Say you want a civilian to be the target. But he's neutral. Create an east AI, group the East AI to the civilian. Set "probability of presence" to Zero. Set the East AI a high rank, Colonel or something. This makes the civilian for all purposes "East". when he's killed the objective will turn neutral. Ending the mission. ---------------------------------------------------------------------- ---------------------------------------------------------------------- Town defense Setup gametype as CO-Op Set the game time (I use 30 min) Set town center objective to the side of the defenders (assuming East) Objective string should be: "Town Center",east,flag Create another objective owned by West 1mx1m out in the ocean. Set it's string to be: "Dummy Objective",west,hidden Set the number of seconds it takes for one player to capture an objective to say "30" or greater. Longer the timer, the more intense the battle. Be careful with this, you don't want people to think that it's unwinnable or too easy. Set Allow a team to win when the other team no longer holds any objectives to "YES" in the Game Tab. When East looses the center objective, it won't "own" any objectives and the AI west player will win. Set the East Respawn outside of the town center objective so they can reinforce. If you put it inside, the spawning players will just keep setting it to neutral. Or if you want this, make the respawn timer longer than the capture timer but players will have a long wait for respawn, and may just respawn into a spawn rape situation. Special Tip: USE an AI respawner script. So you don't lag out peoples game by putting a ton of AI on the map to replennish the forces attacking. Special Tip: I make up an elite squad of attackers with a 10% probability of presence. Fancy it up with a helo insertion or boat landing or something. Just to spice things up a bit if played multiple times. I also use an AI respawner with weird configurations of troops/vehicles with weird probability of appearing in large placement area. Just to change things up from game to game. Also I set special weapons crates, static weapons or maybe even an artillery piece to find and use with 10% probability of presence. If you want to setup a town attack, just reverse everything. It works. -------------------------------------------------------------------- Other things helpful in general: AAS Missions: West ALWAYS attacks the HIGHEST objective FIRST! East ALWAYS attacks the LOWEST objective number FIRST! Example: West Spawn ->objective_3 ->objective_2 ->objective_1 East Spawn ->objective_1 ->objective_2 ->objective_3 ----------- -In Co-op missions it's best to place an objective initially owned by both sides on the map then alter the Game Tab settings to your needs. -Place one Game Logic Trigger (0 in size) on the map and name it "Server!" some functions in the server code use this for some reason. I've seen some oddities on multiplayer servers running maps that didn't have this. If you have it, and the server doesn't need it, then who cares? So best to place one to be on the safe side.
  4. -RIP- Luhgnut

    Arma2 beta builds 1.05.6xxxx

    +1 As it is now, you can't retreat. If you have one enemy AI wounded, and crawling away scared, your guys will just stay in combat / danger /bounding-cover mode until you go back and find the wounded AI. In anything above Regular mode, finding them if they crawled into a building to die, is next to impossible. Whole squad is crippled because of one wounded AI that may even by out of ammo hiding under a bush. Right now, it's just plain stupid.
  5. -RIP- Luhgnut

    Dragon Rising has been released

    If VIRGIN PVC was installed on 14gauge wire, it would melt at 250-275 ºC or 527 ºF and you're right, the closer it gets to failure, it's exponential in resistance and it's microseconds. By the time you realize the wire is hot, it's probably already broken. The point being, before the wires would melt or start putting off gases to smell, the psu would have to put out so much current to resistance would allow the pvc to start putting off gases/failure.
  6. -RIP- Luhgnut

    Dragon Rising has been released

    [/color] those readings are for a rating at 1000ft of 14 gauge. We are talking 5 inches. The longer the line, the more resistance. At 5" of PEG cable, there isn't enough resistance to build up the heat. You're correct based on 1000ft. At a shorter distance (5") you have to shove more current or voltage (or / other/ both) at it, for the backpressure (resistance) to build up heat. If the PEG cables were 1000 foot long, 20amps would cause failure based on the ratings.
  7. -RIP- Luhgnut

    Dragon Rising has been released

    no, being an expert in DR editing, allows you to re-write the laws of physics. It says so right on the box. But have to wait for a patch.
  8. -RIP- Luhgnut

    Dragon Rising has been released

    that does it. I won't buy it under any circumstances.:p ---------- Post added at 12:25 PM ---------- Previous post was at 12:10 PM ---------- Ok, do this. Unplug your PEG cable. Since your line is already broken, just put the multimeter in line on the power lead. Read the amperage. IT's NOWHERE EVEN REMOTELY CLOSE, to any type of power output that can melt PVC. Ever. The rails to the card are one thing, but you said the power leads to the PEG connector. The resistance from 12 volts coming off of that lead would have to have such a high resistance rating it would burn up everything. It's not the power melting the line, it's the resistance to current ratio. 12 Volts to 14 gauge wire. 14 gauge wire has a resistance of 2.525 ohms per 1000 foot. Length of wire to Peg cable is 5 inches With a resistance of 0.0010520833333333 ohms. (Resistance) The output on that 12Volt line would have to be: 11405.940594059766 amps (Current) 136871.2871287172 Watts. (Power) It didn't happen. 11,000 amps. 136,000 watts. There is no way that you melted that power line. You know why they supply the power fans from the 12 volt PEG? because the card is using the 12 volt rail to power the card. High end cards sense no power coming from the PSU powering the fans and won't boot. It doesn't provide power to the GPU, that's off your rails. Your said your GPU running at 100% for several hours caused by DR, caused your PEG fan leads to melt trying to cool your card. That is a joke. And that's what they do, and only do, power the fans. and you lol'd. clueless. With my overclocking on the GPU, it's pushed well over 100% rated capacity for many hours playing Arma2. It doesn't even lock up my game, let alone melt PVC. good god. edit: oh btw.... to get that to max resistance? Your fan RPM's to the GPU would be 1133333.333333333 RPM before it melted. and you 'smelled smoke' ?? You're fan would have detached, chewed through your case, through the wall of your room, killed the neighbors cat, and make a few laps to the store and back, before you "smelled smoke".
  9. -RIP- Luhgnut

    Dragon Rising has been released

    Yes, that's on the GPU connector to the mother board. NOT the Molex connector that powers the fans..... He's saying the molex connector line failed. I run my fans 100% all day, every day 24x7.. He's stating that because his was at 100% the molex fan connectors failed. Can't happen won't, happen, unless the PSU failed. Also remember, the distance of the rating... that's at 1000 FT of line. You have what 5 inches? There isn't enough resistance in 5 inches of 14 gauge wire to cause enough heat build up to burn through PVC.
  10. -RIP- Luhgnut

    Dragon Rising has been released

    I find this highly unlikely that the GPU can pull that much current to the point of failure. The Amp load on the PSU just does NOT put out enough to melt 14 gauge wire. Here's the current Amp rating for US Home equipment. Circular Mills 64.1 Ohms at 1000 Feet 4109 Current Carrying 2.575 Fusing Current 166 Amps You're PSU in your PC only puts out: 18 amps at 260Watts. Using the full load, the system board will fail. Totally first. The soldier connections will break, and the power cable from the pc board connectors would seperate the etching off the mother board way before the 14gauge wire would cause open circuit. Furthermore the video card does not pull that level of amperage. Ever. It can't happen. Reference Also, just for reference.... A household refrigerator running at 120Volts has an amperage draw of 10 Amps across 12 Gauge wire.
  11. -RIP- Luhgnut

    Dragon Rising has been released

    what I meant was many people that complained that DR was not true to the legacy were informed that Arma2 was the true successor. Many peeps over there never even heard of Arma2 until DR launched. Then suddenly it was like "hey what's this Arma2 thing?"
  12. -RIP- Luhgnut

    Dragon Rising has been released

    totally agree. I would bet after all the discussion of Arma2 on their forums, I betcha many at least checked it out. Then they should see the light.
  13. -RIP- Luhgnut

    Dragon Rising has been released

    Nice....
  14. -RIP- Luhgnut

    Dragon Rising has been released

    W0lle you're so nice.....
  15. -RIP- Luhgnut

    Dragon Rising has been released

    nah, it turned that way, cause I compared Lenton to another over-hyper is all. ------------------- I can hear CM's reply now.... Everybody say it!
  16. -RIP- Luhgnut

    Dragon Rising has been released

    This goes back to my previous post re: British Development companies. One thing they have in common is over-hype. More than any other group of publishers. PM basically wrote the book and is viewed as THEE British publisher that laid the groundwork for British game development / release strategy. He is the the most successful. CM is really the only remaining British development company out there. CM has Offices in PM's companies. I find the similarities shockingly parallel. Bullfrog/Lionhead known for overhyping constantly. CM Over-hyping constantly. What I'm saying is that with a leader like Molyneux, that has a legacy of over-hyping being regarded as THEE pathfinder for british development, why not over-hype? It worked for PM, and I see Lenton doing the same thing. Not saying for certain (course) but its shockingly similar. I totally agree that DR was the biggest farce to be released on the gaming public that I can recall and I've been doing this since Pong. As I sit here, I can't truly remember such misleading and downright false advertising/marketing.
  17. -RIP- Luhgnut

    Alan Wake - PC gamers get shafted - AGAIN :(

    Ok music lovers..... here's what I've been saying. Microsoft Title Who's in charge of Microsoft Gaming? Answer: Peter Molyneux
  18. -RIP- Luhgnut

    Dragon Rising has been released

    Bascule42, that avatar is great. Point sorta drifted from pre-launch hype to debated the games being hyped were good or not. That's not the point. The point is, the games were good regardless of the hype. Ok let's take say Dungeon Keeper 1. Pre-launch hype, made me to believe that you would design a dungeon, place the traps, and basically it was an engine/editor made into a game. The good guys would attack and then you see the outcome of the attack in realtime and then command your forces accordingly. Sort of a C&C in a dungeon. It wasn't that. It turned into basically a city building game where you could only really control one toon and the others just roamed around until the good guys were spotted by the AI and they would just swarm. Not much control at that point. I uninstalled/reinstalled tried again, still a city management game. Uninstalled. I wanted to command my minions but instead I managed a city. whoopie. Was it a good "city management game?" Yes. Was it a RTC? Heck no. Now if the game would have been promoted as a Evil City Management game, ok. But it was promoted as a RTC Dungeon. Big difference. DR was/is the same, promoted as one thing grand, turning into something totally different at launch. It's like saying "Here's a new Porsche dude." Open the hood and you have a Lawnmower engine in there. Then when you tell the dealer, you ripped me off jackass, they say....."Nice....." (or tough shit.) "I'm not doing anything for you now because you got upset that you got ripped off." Cannon Fodder: man that was a cool game. Kinda mindless but wasted many hours with that. edit: oh sorry..... "Nice...."
  19. -RIP- Luhgnut

    Dragon Rising has been released

    How old is Populous? - Homeworld is IMO probably the best title of sorta recent. Was it revolutionary? Not really. Was it good? I think so. But the only truly REVOLUTIONARY title was Populous. Fable Revolutionary? Not really. Syndicate? So uncontrollable it was sick. Never patched really after the hyped launch. I wanted to LOVE that game, but you couldn't play it. Dungeon Keeper was good, but not what it was hyped as. So much hype.
  20. -RIP- Luhgnut

    Dragon Rising has been released

    No, I"m comparing Sion to Molyneux. Yes, back in the day, Molyneux was putting games on cassette tape. But remember every one of those programs were overhyped. I'm talking about the over hyping. Not the failure or success of the title. Don't believe me? Molyneux has gained a bit of infamy in regards to his over-hyping of games he has worked on, dating back to Black & White. He has a habit of making too many promises about features and content in his games that end up either not being included or not actually as good as he made it seem. In spite of this these games still show a degree of market and critical success bringing a mixed response on his reputation as a game designer. This was especially true of the Fable series, Molyneux was quoted as saying, "Fable will set the standard for which all RPG's are compared". A review of Fable on Zero Punctuation by Ben Croshaw explored this trait of Molyneux, comparing how he had described the game would be with the final product. It was reported by Croshaw in his Fable II review that since then, Molyneux had contacted him and said that he believed the sequel would meet his 'unreasonable standards', which Croshaw described as 'Characteristically Over-Optimistic on [Molyneux's] part'. Lenton is trying to copy Molyneux over-hyping. The difference is, that Molyneux has a reputation of having "ok" games. All these games were "ok". I did like Magic Carpet myself, but it was flawed and never fixed. Black and White was not what it was promoted as. Fable? Very short, and not really "setting a standard for all RPG's are compared." yeah ok. right. It's the overhype and promises of things in games that never make it. CM/Bullfrog/Lionhead all overhype more than any others. and they are all related.
  21. -RIP- Luhgnut

    Dragon Rising has been released

    Ok... now knowing what we know.... let's set the wayback machine. Lets listen to the stream of B.S. shall we? Link
  22. -RIP- Luhgnut

    Dragon Rising has been released

    I've seen Lenton, I don't think he could kick anybody's "arse."
  23. -RIP- Luhgnut

    Dragon Rising has been released

    His response of "Nice..." was because one of their forum posters, said that Lenton was better as a spokesperson than a developer. (To put it "nice"-ly). Nothing that many people have already pointed out. templar responded fairly upset that after months of turning in requests for fixes, and problems, and getting no word from a CM developer AT ALL, then the first peep out of them in months is a single word. I can actually understand templar's disappointment, I mean the guy IS TRYING and supporting their game more than CM themselves. and now they banned their most loyal player. Actually I read what templar posted in response, and I don't see a single thing in his post that warranted what he got. The fact of the matter is Lenton follows the teachings of Molyneux. To the letter. Molyneux's company actually houses some of CM's offices. Molyneux is well known for super, over the top, promising anything and everything in a game pre-launch. He's done it for years successfully. He's a Hype guru. The game launches and 90% of the games don't have most of what he promises. He hit a home run with Fable and Fable 2 only because they were actually "ok" games and the timing of their release was perfect. But with all his games there's one thing that's common. They have MASSIVE launches, but then within a month, nobody is buying. If you say anything negative about any of his games after launch? He'll do one of two things. 1) he'll say "Yes, I'm disappointed that particular feature didn't make it into the final code. It's a technical problem that we had to scrap." - something like that. (Yeah, scrapped a primary component that you've been promoting for months if not years.) 2) He'll sidestep. "The gaming industry is a very complicated industry and choices had to be made that are too complicated to explain here." Basically saying "I'm smart, you're not, don't ask." Sound familiar?
  24. -RIP- Luhgnut

    Arma2 beta builds 1.05.6xxxx

    AI still stuck in "Danger" mode. If ANY enemy AI is "known" by the AI squad members they keep bounding and covering. Took 5 min to load everybody into a vehicle because one AI was last seen way off behind a building and alive. Have to kill ALL AI to get them to move. Even after leaving the immediate area they still act like AI is around. Single player is nearly unplayable.
  25. -RIP- Luhgnut

    Dragon Rising has been released

    absolutely incredible. Lenton couldn't shuddup enough prior to launch. It launches, people bash it, and Lenton posts a single word. People begging, pleading to fix a few things and want some explanation and input from the publisher..... and a single word get's uttered. "Nice...." ----------------------------- Well there you have it fans.... CM's response to months of feedback from the community.... "Nice...." ROFLMAO
×