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AceOfSpades

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Everything posted by AceOfSpades

  1. AceOfSpades

    [SP/MP] BeCTI

    @Meyar I do not believe you can save and come back. You should run this in mp mode, just start your own LAN server and no one can join you. That way you will have access to the parameters and there you can change starting money ect. As far as AI not buying vehicles, most likely (unless there is a problem with you running this in sp mode) you AI squad is either full of troops or lacks money. When you change then to say tanks or something they wont buy tanks until there is room and money. There won't be room until they die or you force it. To force it click on disband team in the team window after you have changed them to a vehicle. Then the group commander will buy vehicles providing he has the cash as he rebuilds his group with the new parameters. if he does not have cash he will start ordering vehicles as soon as he does.
  2. AceOfSpades

    [SP/MP] BeCTI

    Nice work, been playing 97 and have a few observations. 2 games played so far and on the first the gear upgrade and the town occupation upgrade were switched in the list...just the 1/3 part. IE I had 1 gear and 2 occupation upgrades but on the list it said 1/3 for occupation and 2/3 for gear but on the right side it would say the correct amount. This was the first game, it did not happen in second, so weird. I have gotten a message many times when saving a template for equipment that says cannot save because a piece of equipment does not belong to that side. But I am just buying from the screen, no scavenged weapons on me. I have yet to figure out which item is the culprit. Arty may be broken? I bought both rockets and arty, in the arty interface I could make my selections but I could not call in arty, when I clicked on call fire mission it would flash, I would click on map and nothing. Also what do the parameters do short,medium,long and ballistic computer? It says set-up in the parameter, maybe that can be re-worded to something more specific? The parameter max FOB changes how many base structures you can build and therefore... bases. The parameter name makes it sound like the max bases players can build with using trucks but it ends up being the base total. Set on 2 you can build 2 barracks and that's it, even if you sell one it still counts against you. I know I have mentioned this in .96 I thought maybe I was doing something wrong, but with this version now that I can see a number for each town I could then test it more. So far in 2 games , even with occupation upgraded max it just does not seem to work. Comparing what money should be coming in with what is actually coming in. I never see the towns get a solid circle unless a player sends troops there specifically. Is the effect instant? could there be something preventing the occupation from working? The only way I can get full value is to station AI troops in every town. Also if you could take the time to explain the mechanic of occupation. Are troops supposed to actually spawn in town or does the value just increase? What is the percentage of increase for each occupy upgrade? Does it gradually happen or is it supposed to be instant?
  3. AceOfSpades

    [SP/MP] BeCTI

    Thanks for the answer Benny. How long is it supposed to take before occupation forces start to spawn? Last nights game I bought the first occupation upgrade right from the start. 2 hrs later still no occupation in any of the captured towns. But a game I had two nights ago I had no occupation but left the game running overnight, logged on , the next day and had occupation forces in every town hehe. So I know it works but maybe something is wrong with the timer or something??
  4. AceOfSpades

    [SP/MP] BeCTI

    Love to see you back in action Benny here on Arma3. Favorite MP mission for Arma 2 and now my favorite for arma3. Running it on my dedicated server. Love the new GUI ect great work. In addition to trying to make your ego larger I have a question and a report. Question is, the GUI says that the town occupation, after upgrade can be purchased. How can you use town occupation forces or is this not implemented yet? Report, probably reported before but just in case, when you send an AI to hold towns/base and you choose the town, they will go and give you a solid "occupation circle" but then they start to patrol way outside the circle, consequently you end up only getting the additional occupation cash about a third of the time as the rest they are patrolling too far out. Solutions would be smaller patrol or bigger circle, I personally would rather see bigger circle as the small flags and circles are already kind of hard to see when you scale the map out. Great job once again, thanks.
  5. Yes , referring to precision ect.. Thank you for your work.
  6. Thought I would come here and say I have nothing to report that has not already been said. Work and RL interviened for a bit but still got it up and running for my arma 3 server. Then downloaded the copy on armaholic and tested that one as well. Looks like making an official arma 3 version of this will be pretty strait forward. Oh and just incase anyone reports it and you are not aware of it....can not test difficulty settings on arma 3 yet so dismiss any reports about that for now. BIS has the AI settings locked at max and the only way to change it is to run one of two mods server side.
  7. I can test for you but would be for Arma 3. I use your 1.4 for my dedicated server and it works without a hitch so wouldn't mind testing the 2.0 version for you, might help out.
  8. Thanks for confirming that the process is the same. Yea I have not tried any other mission except dom since that's the mission they want to play. Guess it makes sense especially since some of the parameters seems to work and others don't and which ones work and not seem to change depending on which edit of the mission I am using(not confirmed). Thank you for the reply. And yea, that's where my original post is located so least I posted in the right place which I rarely do lol...thanks again.
  9. Hello, maybe you can help me out. When beta came out I decided to do a dedicated server for my son and his friends to play on privately. After reading here that Tophe's works which I used to use all the time for Arma2 I went ahead and set it up. I have a thread for this issue started but no answers that clear up the problem. Here is an excerpt from that thread I think explains my issue. " Hey guys, I run a private dedicated server for myself and sons and their friends. In Arma 2 you used to be able to join a MP game then dig that out of the AppData folder and insert into MpMission folder for the server. Then that mission could be run and parameters could be changed. Is there something with Arma 3 that prevents this? I have been trying to get the commonly edited domination mission that is used by so many to work but the parameters are not necessarily changing. What I mean is that some parameters are and some are not. Changing the start time works but changing the parameters for parachuting or allowing player to change grass settings for instance does not. Is it the method of attaining the mission? Anyone know where the copy everyone is altering comes from, I have not seen it on armaholic? The kids love domination but would really like to get it to work properly with the setting everyone wants. Thanks in advance to responders. Edit / Delete Edit Post Quick reply to this message Reply Reply With Quote Reply With Quote Multi-Quote This Message "Thanks for the response. I just started the server when Arma went beta. All of the missions I am grabbing all say beta and when you go on their server the parameters are changed from the default. Plus even more odd is the fact that I can take the same mission run it as a lan game and host it myself un-dedicated and the parameters change fine. But when my son joins the game, the parameters he sees are all the default ones that that mission has set. At first I thought it might be because I was running the dedicated on same system with two copies of Arma3 partitioned off. So I dug out the server tower in the closet and set it back up and the darn results are the same! I get on the server, login as admin, change the parameters how I want. Double check to make sure parameters are changed before pressing continue, then in game everything is default. If my son logs in as admin from his computer the exact same thing happens. He can change the parameters but it does not change when the game starts. I used to do this with arma2 for years so although I am no expert and I am kinda old lol I still am competent enough to get this done. So I am very very confused about this. If anyone has any ideas please let me know. " As you can see my problem is with in game parameters not changing the actual game. I am at a complete loss. I am getting these missions ( xeno's domination style) by joining a server that is running it and then pulling the .pbo out of my AppData folder and inserting it into the servers MpMission folder. This used to work fine for arma2. Other particulars...server is windows xp but runs fine with low ping and little lag but had same problem when running a partitioned server on my own machine that has win7 as you have read above. So I am just completely baffled. Please help if you can, these kids are driving me up the wall now that I promised I would get this set up for them lol.
  10. Hey guys, I run a private dedicated server for myself and sons and their friends. In Arma 2 you used to be able to join a MP game then dig that out of the AppData folder and insert into MpMission folder for the server. Then that mission could be run and parameters could be changed. Is there something with Arma 3 that prevents this? I have been trying to get the commonly edited domination mission that is used by so many to work but the parameters are not necessarily changing. What I mean is that some parameters are and some are not. Changing the start time works but changing the parameters for parachuting or allowing player to change grass settings for instance does not. Is it the method of attaining the mission? Anyone know where the copy everyone is altering comes from, I have not seen it on armaholic? The kids love domination but would really like to get it to work properly with the setting everyone wants. Thanks in advance to responders.
  11. Thanks for the response. I just started the server when Arma went beta. All of the missions I am grabbing all say beta and when you go on their server the parameters are changed from the default. Plus even more odd is the fact that I can take the same mission run it as a lan game and host it myself un-dedicated and the parameters change fine. But when my son joins the game, the parameters he sees are all the default ones that that mission has set. At first I thought it might be because I was running the dedicated on same system with two copies of Arma3 partitioned off. So I dug out the server tower in the closet and set it back up and the darn results are the same! I get on the server, login as admin, change the parameters how I want. Double check to make sure parameters are changed before pressing continue, then in game everything is default. If my son logs in as admin from his computer the exact same thing happens. He can change the parameters but it does not change when the game starts. I used to do this with arma2 for years so although I am no expert and I am kinda old lol I still am competent enough to get this done. So I am very very confused about this. If anyone has any ideas please let me know.
  12. Yes please, if you could make a stand alone version without the CAWater dependency that would be great.
  13. On the config file topic... I think people are havibng the same issue I am having but our point is not getting across. I posted on this about 30 posts ago but guess it got glanced over... I am running arma2/ACE on two computers, one computer is fine but the other computer is not. The six updater on the other comp is not updating with the latest config file. Even if removed from both the arma/userconfig/ace folder AND the @ace/userconfig folder it just gets replaced with a old 2009 copy of the config. Back when you had to input your voice pitch ect. The only way to get around this was to email to my other computer the newest config and insert it in the arma/userconfig/ace folder. Is this what is occuring with anyone else? Can someone take a look at this? I there a bug report section for just the six-updater that I need to report this to? TY
  14. Noticed on my sons computer that his ACE config is not updating correctly. It is stuck on the userconfig dated dec 23rd 2009. I have erased it from both the arma2/userconfig/ace folder and the backup in the @ace/userconfig folder but the updater keeps replacing it with the same dec. 23rd file. Therefore it is missing some of the config lines to update. Cant replace the file manually either because the six updater just eraes it and replaces it with the old one. Any ideas, anyone?
  15. was doing normal update, got all the regular messages displayed except at the very end for each of the mods it said... = @(modname) playing log.... CLEANUP Action unimplimented atm, please pick a different action After doing that for each mod it then gave the normal created shortcut message and ended. Is there something that I need to change settings wise thru the client or dont worry about it??
  16. NOT ARMA2/@ACE/userconfig..... BUT ARMA2/userconfig/ACE is were you will find the correct config file to edit. It is identical to the other one you found. It must be the way the instructions are worded or something, many have made this mistake including myself.
  17. I know its been posted somewhere in all these pages, several times, but cant locate one....can someone pls post a link to any info on the ACE2 modules to use in the editor? Thanks
  18. Sounds like you are doing what I mistakingly did as well. You don't edit anything in the @ACE folder, instead look for a userconfig folder in your ARMA directory path like.....arma2/usrconfig. You will find the actual config your supposed to edit there.
  19. If you noticed, I was not complaining about it, was putting things into perspective for those who may not realize how heavy a kilo is. Nor did I say you would pass out after doing that in real life, nor did I say you could not do it in the game with ACE, cause you can. Think you read the wrong post.
  20. Just want to extend my thanks to the ACE team for a job well done. The amount of time spent on this project is very apparent and the fact that it is free is a testament to the love of the game. Well done! I have followed this thread from the start and have read every post would like to take a moment to say a few things. I believe it would be my American brethren that are the ones pondering if they can carry X amount of gear so far cause they have done it in real life ect ect. Let me do a bit of math and maybe this discussion will be nipped in the bud, or at least until it gets burried. After breaking out my conversion calculator...40 kgs in gear is equal to 88 pounds...yes, 88 pounds ( heavier than you thought? ) Now go and grab a bag of cement mix which weighs in at 80 pounds, strap it to you back at your local footbal field and do a 100 yard dash. You can envision the rest... Keep in mind that 100 yards is only only 91 meters. Sickboy, I have really no complaints other than wish the heartbeat would get progressivly faster rather than kind of peak out at a sound and rate like im at a scary movie hehe. If you think it is worthy of bringing up in the dev section I will. Also just something for you guys to think about....Although it does not bother me, you may want to remove the flashing blackout screens but keep the fall down blackout, reason being is random flickers like that can cause a siezure, it can trigger them even if someone has never had one before but were medical disposed to eventually having one. the fact that it also cuts the sound when it happens amplifies the effect. Up to you guys, I think its fine but I am also not liable <wink>. Great mod, great work, great support...
  21. Thank You Snake. Wonder how many people like myself and Himmel just did not realise another there was "another" ace config. LoL makes me feel dumb but happy , maybe I can now wear those fancy shades I bought in downtown Cherno. Funny thing though, I never noticed missing anything (other than the shade,gasmask ect feature) I could heal, reload , do anything I have always done via action menu through my mouse wheel.... SO , can anyone please describe what the interaction button is supposed to do for me? That way I know my re-mapping of it worked. Thanks.
  22. Flash, don't know if this info will help much , difficult to understand exactly what you are trying to accomplish.... Mac's fine script pack does not alter or make AI do anything. They won't understand about a capture area or flag or a base on thier own. "Out of the box" all the AI can do is fight somewhat unintelligently. If you want them to move, capture something or pretty much anything but act aggressive towrds seen enemy at the spot you inserted them on the map, you have to write a script or use waypoints(which is limited). In a mission if you want to control AI as a squad/fire team leader ect., then you must link them together under the "player" labeled soldier you want to be you. To do this use editor, click group and click and drag each guy you want under your control to you. When you are done you should have a line that leads from each of them to you. When played they will be accesable and under your control. As far as making a flag type match with you against AI, pretty impossible unless you can write scripts since the waypoint system in the editor does not making capturing a flag possible. About the best you could do is make capture and hold( or no hold) areas and use waypoints for them to move to them. ---------- Post added at 01:32 AM ---------- Previous post was at 01:24 AM ---------- Hey Mac, been out of the loop for a week or so, Still gonna work on creating a complete co-op tutorial for your script pack manual. If you would like me to help test you new 3.0 work I would be honored to help but time is limited I should say upfront for me atm. But I do have some time to fiddle with testing certain funtions ect. Just give me a PM if you need my help. Have gotten good feedback on my football version idea of your rugby we talked about briefly earlier in this thread, I think it could be a rather popular mode if its all worked out. Thanks
  23. In the next hour I will create a test CH mission to try and isolate this and make sure of the results. Will just start out with making a single marker named noflyzone and single keyword of DONT FLY HERE and see if I can fly into it I will post results but have afeeling from reading what we have discussed so far, I think it is broken. It sounds to me I was doing the right thing and mine should have worked.Even if the keyword is set up like an objective marker(were first keyword inputed is the name) then the two noflyzones should have ommitted everyone. I was able to take off from one noflyzone and fly through the other one. ****edit Loaded up your CH template utes mission in mp editor. Created a an empty blackhawk since it shouldn't matter what kind of chopper, near the opfor respawn area, created an elipse 500X500 marker off shore to the south, with the name "noflyzone" and keyword of "DONT FLY HERE" and previewed the mission. It created a grey marker with the label "DONT FLY HERE" in which I flew the chopper several times in and out of with no result. I realize your short on time so if you would like me to test with any other paramters or if I did something wrong just say so and I will do it again as you request. Anyway I can help just lemme know. For now I will consider it broken and change my anti-spawn raping strategy to AI anti air units in a perimeter. Thanks.
  24. oops sorry in prior post I typed noflyover but that is not what I was typing for marker. I have tried NoFlyZone, noFlyZone, noflyzone and I think that is it, then started thinking it was a problem with how the choppers were set up, so started fiddling with them. Does a noflyzone show up on players maps? If it doesn't that will be a good indication if and when I get one created correctly since currently I can look at the map and see two zones in grey that say allowEast and allowWest. rather than testing with a chopper everytime I can just preview and look at the map, when the markers don't show it probably safe to try a chopper test. I ran out of time last night so will continue to try different spellings of noflyzone. Mac said: The default behaviour if you don't specify either allowEast or allowWest is for both sides to see the zone. The zones work by looking at the height of the player above ground so they currently only work on aircraft/helicopters that are being flown/crewed by human players. Just to make sure I understand correctly. A zone will only show on opposing players maps, displaying the area they are NOT allowed to go? Also I take it my idea of the choppers being an issue is incorrect because the marker looks at the actual players in the chopper and wether they are opfor or blufor, rather than the chopper itself?
  25. Working on a version of king of the hill using CH gamemode with a single objective. I seem to be having 2 problems. One I think may be a bug, I placed an arty marker and it appears on players on the blue side's map but not on players fighting for opfor. All players are listed as playable with no one listed as player. Would really be helpful either way to have a keyword that would remove a marker from showing on a players map completely as we discussed in an earlier post. For all markers or most anyways. Other problem which is most likely an error on my part, but for the life of me I cant seem to make a no fly zone. As keywords I have allowEast and allowWest but no matter what I type for the marker name it just shows on the map like a regular map marker with the name "allowEast" or "allowWest" depending on which one you are looking at. I have tried just about every spelling of noflyover I can think of. Now either I am typing it wrong or the helicopters I put in the game are set up wrong. I first tested with empty choppers but then figuring since they were not assigned to a side I changed them to blue and red playable as pilot/gunner and then made sure they were not grouped to any other unit. At the moment that is how they are currently set up. Is it broken, a syntax error on my part or choppers set up wrong? Thanks for your help. oh, btw, out of curiosity as well as for planning, is there any rough estimate on when the next version of the pack will be released?
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