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_pingu

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Everything posted by _pingu

  1. After a fair bit of alpha testing, refinement, conversion to revive, and more refinement, here is a beta! CO 54 Conflict (ACE) Synopsis: This is a mission that can be played equally as intensely with four people as with fifty. The more players in the server, the more the enemy throws at you. This mission is quite dynamic, attacking the same town/objective will be different every time, all AI are created intelligently on the fly. Artillery support is avaliable. This is done with physical artillery so mountains might get in the way. You need a radio pack to call in support. Vehicles and aircraft are limited to their crew's slots. Weapons are also somewhat limited to weapons marines would realistically carry. Revive on top of all other elements makes it very teamwork oriented, even for pub players. If you stray away from the group and go down, you have plenty of time rolling around in agony as your teammates get shot at trying to help you to think about how stupid your last move was. So this is highly recommended for organized games, but is designed to work fine on pubs too. All the vehicles respawn and the bases are indestructible, so it shouldn't be too easy to ruin a game. All together, this makes for the most intense firefights I've had on a coop. It definitely doesn't feel like you're just on a turkey shoot with some stupid bots, as some coops make me feel. When you open up, be ready to move or stand and fight the lot of them. The mission has been designed to be relatively realistic, and yet fun. I say relatively realistic because a 3:1 engagement ratio is not always that fun. Time of day and overall difficulty is configurable at setup. Saying anything else would be spoiling it! Please just give it a go. You can play this with just two people fine. Download here: conflict_2-4a7 Briefing: Four months ago a small, mineral rich Eastern European country was invaded by uniformed Russian forces. The Russians were quick to respond stating that this was not a calculated act of aggression. Instead they claim that that a rebel contingent has deserted and, led by extremists, have performed this invasion autonomously. The UN have yet to react in any unified liberation, forcing the USA to take action. The Americans claim that they will liberate the country and reinstate it's rightful leaders. Over the past few days air superiority has been gained and naval forces have been moved into position offshore. The time has come for the liberation. We are only sending a platoon of marines because we want to prove how manly marines are. If the Russians want to stick to the guise that this was a militant break-away, they will be without air support or main battle tanks in their defense. Civilian casualties are to be minimized. Gameplay notes: This mission now requires ACE! Only those with radio packs can call in artillery. Every vehicle has spare ammo in it, every FOB has weapons and ammo. Vehicles re-spawn after about 10 minutes if they can no longer drive. They won't re-spawn if simply left somewhere (feature). Laser guided, SADARM and smoke salvos are only avaliable from the howitzers, which have a minimum range. Wind and weather is synchronised between players, so sniper/spotter pairs can work together. Credits: Mikey for mk_fTaskHint Deadfast for the very nice viewdistance setter Norrin for the revive script General Barron for his set pitch and bank function Kronzky for the urban patrol script Dr.E for the spawn dialog Sorry if I forgot anyone, just let me know and I'll add you. All feedback welcome, thanks.
  2. Updated to 2.4 alpha 7, just a *very* minor bugfix, would not bother updating. Changed in alpha 7: Name displayed properly on artillery markers.
  3. I don't really want to be maintaining several versions of the same mission at this point, sorry. Maybe later.
  4. Test went well, no bugs or desync with 25 players or so. I've updated the topic with an alpha release, still have some more changes to make. Changelog for 2-4a6: * Converted to ACE2 * Random objective order * Less AI on the map at any time == less desync, tested up to 25 players with no problems. * Enemy physical mortar system with enemy radio packs. * Markers for artillery * New objective * New enemy types * Dedicated crew/pilot slots * Extra boxes for snipers/sf * Other stuff
  5. I've converted this to ACE2 and added enemy mortars, pilot slots and armored crew slots, revive, random starting objective and objective order and have changed the way it plays in general. Quite a bit of work has been done and it's quite different, I think it's much better now. Still retains the same concept and feel, though. There is also an additional objective now. Will be testing this mission tomorrow, details are on the ausarma site here: http://ausarma.org/forum/viewtopic.php?f=20&t=208 Should the test go well and not uncover anything horribly wrong I will be releasing another beta here. Only thing I'm yet to fix is infantry possibly spawning too close to players, which shouldn't happen in theory anywhere unless the players are somewhere weird. I will fix it shortly, though. Just haven't gotten around to it.
  6. I've searched the thread, couldn't find anything obviously about this. I can connect to any ACE server fine, however on any server, on any mission, as soon as I get past the mission tactical map screen bit I disconnect without an error back to the multiplayer server browser screen. No error on the server log either. Any ideas on how to at least get an error? No errors in the client side .rpt either, from what I can tell. I'm 99% sure all of ace is loading for me, I can edit everything in singleplayer and have updated ace and the dedicated server just prior to trying.
  7. I am happy to announce that this issue has just spontaneously fixed itself. Good show gamespy! :cool:
  8. No, only one interface with only one IP, listening on 0.0.0.0 anyway. I can ping that IP fine.
  9. No, single IP, no firewall on a dedicated server connected straight to the interwebs. It was working fine before the update, immediately after the update was installed the error started. Downgrading fixes it.
  10. I also get exactly the same are after updating a linux dedicated server from 1.04 to 1.05 ArmA 2 Console version 1.05 : port 2302 - Sockets 0:11:31 Warning Message: No challenge value was received from the master server. 0:11:31 GameSpy QR2 error: 5, No challenge value was received from the master server.
  11. _pingu

    Patching ArmA 2 under Linux

    This really isn't practical. It makes it a lot more work than running a windows server, and means you have to run a windows server in parallel basically. I think that ideally either BI or the community need to get a rsync server up with all of the latest addons. Then it's as easy as an rsync to update.
  12. I'm getting this error after several hours, with about 10-20 players. Bad version 47 in p3d file 'ca\data\cl_basic.p3d' Critical:Destroying running thread! I'm not sure if ca.pbo is fine, it seems to be. Is this the correct md5? $ md5sum addons/ca.pbo 600f6f27a7bb3efaef4d35bfe7361881 addons/ca.pbo
  13. Okay, I will test and do that. When I've been testing in the past, with two players there have been at least three squads of about 8 enemies, plus emplacements per town. There were no reinforcements even? You were playing it on normal/hard? It's also important to note that it will let you move into the town and secure it, but it's likely there will be a counter attack you need to hold off. If you just move onto the next town immediately it will be overrun.
  14. I have been busy with a mission lately, it's now at a stage where it has enough content to be playable for more than an hour. As such, I am releasing an alpha. It's a small to large scale coop mission (scales on the fly) aiming to take the "take all the towns" concept from domination/evolution and make it much more infantry and tactics oriented. It's not trying to be domination or evolution, and is geared more towards teamwork oriented players. Notes: To deploy and pack the artillery batteries you must be the Artillery officer. The first three towns are done, eventually I hope to get the entire island done. Featured: * AI enemy commander that uses limited resources to counter-attack. * AI scale on the fly to the number of players * AI improvement scripts where possible * Deployable real friendly artillery * Three main objectives * Friendly and enemy wounding and treatment (first aid module) * Enemy surrendering and morale system * Choice of respawn at a FOB in any taken town To come: * Much more content, towns and types of enemy * Many more and varied side objectives, with adverse affects on the enemy's resources. * Lots of refinement * Enemy physical artillery * Artillery radars for both enemy and friendlies for counter battery fire Mission file: conflict_0-10a Bugs and feedback encouraged, thanks. Remember, this is an alpha.
  15. Those won't be the shells for non arty module artillery. If they are arty module artillery you could try something along the lines of. while {true} do { deleteVehicle (_x select 0); } forEach BIS_ARTY_F_ShellsInRadius [markerPos "DenialZone", (markerSize "DenialZone" select 0)]; sleep 1; };
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