Jump to content

VariousArtist

Member
  • Content Count

    224
  • Joined

  • Last visited

  • Medals

Everything posted by VariousArtist

  1. VariousArtist

    Undercover Missions

    Provide Intel that the CIA is involved in opium trading in Afghanistan.
  2. VariousArtist

    Warfare Benny Edition ZGM

    Nope, I think gameplay-wise this is the best decision. Inf looking over fences with 3rd-person is just ugly. But driving most armored vehicles without 3rd-person is just a big pain in the ass. In most armored vehicles you cant even turn your head or lean forward to get a better view of your surroundings. Good decision.
  3. VariousArtist

    Undercover Missions

    Well, I wanted to make it myself, but here it is: Safe Barbie from a group of Weregoats!
  4. VariousArtist

    co20 Skirmish Devils

    Very excellent mission! Especially the beefed up patrols makes it much more entertaining! How about adding another sub-mission to get the strykers from an ambush on your patrol that happened the day before and left them damaged in the field? Would be awesome to grap the repair- and fuel trucks, get to the ambush site, fend off the scavengers, rep them and head back. Maybe add also 1-2 armed humvees (Mk19 maybe?)? Would love to see that! Thanks for sharing your mission! Keep up the good work!
  5. VariousArtist

    [CAMP/OA] Operation Mighty Justice

    Im running on Build 74630 + BAF. No other mods. And yes, it was not only while they where in the humvee but also when they have been out of the humvee. But I experienced it only in the last mission. No other problems so far. Exit and reload didnt help.
  6. VariousArtist

    [CAMP/OA] Operation Mighty Justice

    Wonderful campaign! Partly a bit too much walking, but nonetheless very entertaining. Had no big problems to play through, beside a command problem on the last mission. For some reason my fellows (2nd humvee) no longer responded to the "regroup"- order and sometimes not even to the move order. Im not sure, but might be that they somehow followed #5 - even if I have no idea how that could happen. Every other problem was rather the common stupid BIS-AI-driver stuff. And whats next? Takistani freedom fighters plotted against the evil, capitalist opressors? Thanks for the wonderful entertainment! Keep up the good work!
  7. If you dont mind using AIs "Taktistan Force" is very playable with only 2 players, cos enemies scale with players.
  8. VariousArtist

    ARMA 2: OA beta build 73251

    MP event handlers... sweet!
  9. VariousArtist

    exThreads

    Ive never heard that the arma server can only utilise 1 core.... How did you get this idea??
  10. VariousArtist

    COOP 20 Takistan Force (OA)

    Lol, I was staring at the while-loop for a time that felt like ages, without getting an idea where the damn problem was. Too blind to see that the problem was actually in the line below! Trees and woods, hehe!
  11. VariousArtist

    COOP 20 Takistan Force (OA)

    Ok, found the limitation, but it still seems to be bugged. getenterablehouses returns e.g. [12b64200# 25681: house_k_1_ep1.p3d,6] and when I use the highest index that the randomized housepositions can return (6 in this case) the pilots position is set to [0,0,0]. ---------- Post added at 12:29 PM ---------- Previous post was at 11:44 AM ---------- A test: if((count _houses) > 0) then { _house = _houses call getRandomElement; player globalChat format["pilot house FULL: %1 ",_house]; //_buildingpos = 1 max (round random (_house select 1)); _buildingpos = (_house select 1); _house = _house select 0; _pilot setPos (_house buildingPos _buildingpos); player globalChat format["pilot house: %1 pos %2 posNr. %3",_house, _house buildingPos _buildingpos, _buildingpos]; player setPos [0,0,0]; } else { _pilot setPos [(_pos select 0) + _size - round random (2*_size),(_pos select 1) + _size - round random (2*_size),0]; }; Voilá, Pilot is next to you at [0,0,0].
  12. VariousArtist

    COOP 20 Takistan Force (OA)

    Bon, it seems Ive found the bug why the pilot is sometimes placed at [0,0,0] (rescuepilot.sqf)! The buildingpositions are indexed from 0 to max. So when 43: _house = _houses call getRandomElement; graps a house - eg. [12b64200# 25681: house_k_1_ep1.p3d,6] - it has 6 positions in the house, ranging from #0 to #5. The problem is that 45: _buildingpos = 1 max (round random (_house select 1)); can grap the max of 6 in this example, which leads to an index error (theres no position #6 - #5 is the highest) and the position is resetted to [0,0,0]! I guess its the same problem as with the searchcache, but I havent tested yet. (confirmed - youre using the same routine to get a place for the cache!)
  13. VariousArtist

    CO16 Insurgency

    Fully agree. But Im also missing groups instead of single soldiers that we encounter most of the time in the city. Also, I had a few vehicle-respawns (rather replacement?) that hovered in the air. After entering it dropped down. Seems theres a 0 in the z-value missing? And the alignment of the respawned vehicles is the same as before the repalacement.
  14. VariousArtist

    CO16 Insurgency

    Not sure if youve already fixed it in .69 but in .67-.68 Ive encounted the problem that the respawn dialog wont show up sometimes so you cant respawn any longer. Needed to relog to fix that.
  15. VariousArtist

    ARMA 2: OA beta build 73116

    Erm, the install displays its finished when its finished. Cos its only 10mb+ it hardly needs much longer than 10 secs anyway... No idea what your problem might be...
  16. VariousArtist

    No BAF Showcase scenario?

    Request granted - lets sticky this as Mandrakes memorial! =)
  17. Do you think that was the same logic that threw A2 and OA into the same boards? ;)
  18. Hehe, and I guess it will be hard to convince and condition them all to use "proper" naming conventions. We can be happy that at least most notice that theres a different board for scripting stuff, but imo its already very near to the end of the flag pol of possebilities. You can ask the mods to take care of it, who in return may try to kill you for that! ;) Thats might be the right place to post a big thanks to the dedicated data miners from the different editing sites like Armaholic, Arma2Base, etc.! Thank you, guys, for bringing some light into the chaos, hehe!
  19. VariousArtist

    CO16 Insurgency

    Actually I find this the best part of the surrendering system... the famous "oops" effect! :D Have to check that! Thanks for the clue, cos I would never have guessed the M203s behind that.... strange acronym... ---------- Post added at 02:21 AM ---------- Previous post was at 02:09 AM ---------- Oh, and I really would love to see Bon's IED-script from the takistan force mission, too!
  20. VariousArtist

    Help with new DLC

    hehe, steam OA or disc?
  21. VariousArtist

    CO16 Insurgency

    Seems thats exactly what happened. We were 3 players on the server and one was AFK. We cleared the settlement n-w of the base and wanted to move on towards the city, but obviously the groups have been hold locked by the afk player that we had to kick after we noticed the problem.
  22. VariousArtist

    CO16 Insurgency

    Hey Pogoman, Weve done a bit testing with 0.68 and came across a few issues: - no minigrenades to choose in the loadout (quite important to clear houses, imo) - after slotswap player model stayed ingame (could even kill my previous self) - vanished from my team (was in slot 2, no teammates shown and they could no longer see me,happened also in .67) maybe connected to the lines in rpt: Unit slot not found (lots of this one...) Wrong unit index 0 (unit is not in the slot) - under certain conditions a player is not able to capture sectors that are free. Either related to bugged slots (?) or the previous problem. We couldnt reproduce it yet. - no biggy, but empty enemy vehicles prevent a sector to become green. Theres also a problem with the spawning of patrols and the inf groups where you can easily produce a "lockup". - Patrol lockup: it seems that patrols dont respawn, cos their vehicles dont get deleted/removed (I guess max patrols are limited?) - Group lockup: its easy to lockup the inf-groups cos their spawn isnt balanced enough. E.g. a single player can get all enemy group spawns around his location, so the rest of the map is empty and stays empty. (We had this problem with a player who was afk.) - this lockup is also a problem, when a squad/group/player decides to break out of the base and gets a foothold in zargaband. All enemy groups can still be bound around the base so the rest of the map stays empty. No spawns. Beside the problem of the lockup of enemies the mission plays great. Surrendering became much better. I wish we still had a better option to rearm. E.g. theres not enough ammo in the humvees, so it would be great if you could up this to at least 20-30 rifle mags, more grenades, 5 satchels etc. Especially grenades are important to clear houses. A few M136s wouldnt hurt to. Love the one-shot mod for M136s. If you get the enemy respawns balanced the mission will play like charm! thanks alot! ---------- Post added at 03:24 PM ---------- Previous post was at 03:11 PM ---------- That would bring up the question if a cache gets destroyed when a house gets destroyed? I understand your concern about civs and serverload. I would suggest to make civilians optional via parameters?!
  23. Ok, have to agree on that point! Kind of a philosopher as soldier, hehe.
  24. VariousArtist

    CO16 Insurgency

    Wow, this mission is really... intense! We gave 0.67 a go for a few hours and with Zeus AI it was a really brutal experience! =) We had a few problems with respawns. Seems a slot (think it was slot 3 or 4) is somehow bugged. Also the mission is lacking a proper supply system, imho. There seems to be no easy way to get some ammo to your buddies at the front. So its quite annoying to get back to base to get ammo for your weapon of choice. At least ammo crates in the base would be very helpful! Also, as mentioned, it seems that enemies surrender too rarely. Keep up the good work. Was a blast this evening. (and I can only recommend to use Zeus!) PS: Nasty surprise when our fellow killed the first crate with his MG, hehe!
  25. Strange, I found the BAF campaign as uncreative as most other Arma1+2 campaigns. Lacking narrative, lacking dramaturgy and they never show what Arma is really capable of. Wasted showcase principle.
×