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old_painless

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Posts posted by old_painless


  1. Hello, has grown tired of losing my AI, so thought I would give this a go :) Has been through the thread and am not quite clear on how ASR and LOS are required. ASR seems to be undergoing largish changes for the time being, so for a "full" install of the three, is there a stable, TPWC-compatible ASR version that you could recommend?

    Are all the installs below meaningful and are some more to be preferred?

    TPWC

    TPWC+LOS

    TPWC+LOS+ASR

    TPWC+ASR

    Will the mod ordering sequence for the three in the -mod statement matter ?

    Appreciate any clarification, cheers

    OP


  2. VERY nice map indeed, congratulations on the release. Nice big cities. I expect to play in Single Player and just wondering if there are any issues with bushes, shrubbery etc. where the AI has an advantage for spotting? Reason for me asking is that some of the more lush maps are more PvP oriented , since you will be fried going up against the AI as they can see through the foliage better than you.

    I understand that this map is not that lush , but just wondering if your choice of bushes etc. was made with this in mind?

    Thanks,

    OP


  3. I was now able to recover a vehicle, a UAZ-30 (jeep with mounted gun) I think it was. But it seems that not all damaged ones are revivable. Is it only vehicles that have been damaged as part of the mission gameplay, not damaged ones that are handplaced beforehand? In Trial by Fire, the helicopter which lies there crashed from the start can not be revived.


  4. I didn't have a chance to play with the new fix-vehicles stuff yet, but looking forward to that. Will post back later on

    OK, now I tried it - and utterly failed. I tried with two different downed helicopters (one still on fire, one which was crashed w/dead pilot inside) (thomsonb's SP Flashpoint mission Takistan) and went through all menus. But there was no option to "recover vehicle" that I could spot, is there some kind of trick that needs to be used?


  5. I guess I'm a bit with kiberkiller, but with a twist: i use the mod to help me out when I am in mission and need a helping hand due to poor mission design or because most of my AI teammates have gotten themselves killed (or my bad leadership did it to them, LOL). Also, when in forested regions in Chernarus, when my unit calls out targets that I have no chance of ever spotting on the monitor through the blops that are foliage, I treat myself to a rifle with a better scope.

    I can certainly see why you would want to throw in balance when an armored vehicle (or helicopter) is suddenly introduced.

    The best of both worlds would be to have it optional/selectable if you want to give the OPFOR an advantage as well, such as AT launchers. Eg. "One-sided vehicle drop" vs. "Balanced vehicle drop"

    That way, we can still "cheat" and try out various strategies (what if I had a tank, would I defend differently) and use the gaming world as a "live" mission editor. But we can also play missions as they were intended to be balanced, and just spice them up with more hardware available to the sides.

    Cheers,

    OP


  6. Hi Kronzky, gave this a spin yesterday. It is very nice to see that you can now use all the things even if you are not leader. I had a bit of trouble finding out how to patch myself up, I lay wounded for some time but there was no option in any of the lists to "heal player" or something like that.

    Any hints as to where to locate this self-heal option, please? I used COSLX as well, I might add.

    I didn't have a chance to play with the new fix-vehicles stuff yet, but looking forward to that. Will post back later on

    Thanks,

    OP


  7. Hi, been following the thread for a while, and one question has come to mind:

    I am usually aware of me being fired upon when bullets start impacting around me, like into trees or the ground. Not really sure if I would be aware that a bullet wizzed by some 5-10 meters away and impact the ground 100m away. Are you discerning between suppression from bullets being fired that impact around the player or AI and bullets being fired that race past? There is clearly an audible difference so wondering if that was a feature as well?

    It is really great to see the efforts that are being put into this important addition to Arma. Thanks for putting in the time for it

    -OP


  8. AFAIK, it should show all weapons, including ones from mods?

    I wondered about the helicopters, too, that would be nice. Although I think it to be weird, your teleporting could then be covered, indirectly.

    Dunno if Kronzky will find helicopters too much of a cheat. On the other hand you can get a tank so it's not like the balance of missions could not be changed as it is.

    -OP


  9. Kronzky, thanks for your tireless support !

    As for memory leaks/usage, would it matter what version CBA one was running (I suppose you call modules from CBA)? Perhaps the latest has fixed memory issues compared to earlier versions.

    Not having a particularly CTD-prone system I like that I only have to wait for the lists to be populated the first time. If it's no big change, could that be made optional somehow?

    -OP


  10. I mean dropped mortars, yes, sorry for not being specific. But great that you solved it, nice find!

    Just noticed xxbbcc talking about save games: One thing I *think* I noticed in SP missions, is that when suspending them mid-mission, it seems to not have a save to return to ("Resume" option) if I wanted to pick up where I left. I'll see if there is a pattern as to whether supportcall has been activated, or if I am just imagining things. Will post back if there might be an issue.

    Cheers,

    OP

    OK - back from testing. Had no issues resuming missions from saves during which SupportCall had been activated. So no problem in that respect.

    Couldn't help thinking that with the CTDs that some are seeing, if the lists of items that are being populated upon first invokation, could eat up too much memory or chew into memory already allocated or something like that? I have seen some CTDs while I was running JSRS which I hear is heavy on memory, and I have only 4Gb of RAM on board. Just food for thought, thats all


  11. I assume you are talking about dropped mortars?

    The next build will actually have a solution for this issue. I did finally find a way of allowing the player to board dropped vehicles or static weapons, even if he's not the leader.

    But, yeah, in the meantime, just leaving the group should work as well as becoming the leader (after all, in a group of one you will always be the leader).

    I mean dropped mortars, yes, sorry for not being specific. But great that you solved it, nice find!

    Just noticed xxbbcc talking about save games: One thing I *think* I noticed in SP missions, is that when suspending them mid-mission, it seems to not have a save to return to ("Resume" option) if I wanted to pick up where I left. I'll see if there is a pattern as to whether supportcall has been activated, or if I am just imagining things. Will post back if there might be an issue.

    Cheers,

    OP


  12. Kronzky, thanks for the last update - switching unit mid-mission is very nice ! Haven't had enough time to test it out thorougly yet, but will over the next days. As a side note, if you are being led you will not be able to use, say, a mortar. But before, I used to make myself group leader - turns out that it is enough to leave the group. And then rejoin afterwards.


  13. I like to select on amount of players. Don't want to scroll through 100 servers with 50/50 to find 1-5 non

    dayz servers.

    I have no problem with DayZ, I play it myself once every while, but there's just too many DayZ servers. I hope for an option to filter out these servers.

    https://dev-heaven.net/issues/34222

    I second that - you *can* sort on mission to scroll past the DayZ ones, but you would usually be interested in then sorting on ping, players or something. So one sorting column has to be added: Sort by mission, then by ping (or some other)


  14. I worked through getting DayZ to work on one of my sons friends computers, and he runs Steam. One thing that made the difference when running as admin, was to make sure that you have shut down Steam entirely (not visible in the small icon set down in the right hand corner, no process running either). On his machine it launched upon start/boot of the system, and that had to be killed first.

    Then launch as admin, ie. right-click Steam and select Run as admin

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