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rory_pamphilon

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Everything posted by rory_pamphilon

  1. rory_pamphilon

    Warfare CTI - [PERF] - Seattle, WA - www.ofps.net

    Hi, Im having issues getting out of the tutorial area at the start of the mission, no matter what I do I dont see anything on interact menu when next to the crashed chopper. Plz help :)
  2. rory_pamphilon

    Top Gun [SP/Coop 1-16]

    This mission is all about dog-fighting, test your skills against multiple adversaries over the beautiful Altis scenery. http://steamcommunity.com/sharedfiles/filedetails/?id=636565800 Features SP or up to 16 player coop Get catapulted off USS Nimitz in an F14 as Maverick, Goose, Iceman plus more Up to 9 SU35 enemy jets patrolling the 3 dangerzones Nimitz and Airbase protected by heavy AA 22 F14 Tomcats stored on deck and in hangar of Nimitz 15 F15 & F18's at NATO airbase Repair, Refuel and Ammo at airbase Towing trucks for towing F14's around deck Respawn script (only works in MP: Multiplayer > New > Host lan/internet > Topgun) Unlimited waves of enemy jets. Rescue chopper for human ejectees (go to map, press 0-8-1-1 at pickup co-ords) Skill tracking, scoreboard in Nimitz tower Weapons locker rooms onboard Nimitz Time Skip feature (visit portaloo on rear lower deck) Long range radar (map markers) showing first wave of jets, 2nd+ waves are stealth Enemy airfields protected by AA tanks and ground patrols Full instructions & briefing viewable on map Top Gun Soundtrack Mods Required Nimitz Mod http://www.armaholic.com/page.php?id=23049 (To install Nimitz mod make suire @nimitz folder is located inside your arma 3 folder in steamapps. In launcher, go to Mods, Add local mod, Add @Nimitz) CBA Mod http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 F18 Mod https://steamcommunity.com/sharedfiles/filedetails/?id=385797476 F14 Mod https://steamcommunity.com/sharedfiles/filedetails/?id=537154025 F14 Weapons Mod (Required) http://steamcommunity.com/sharedfiles/filedetails/?id=366425329 F15 Mod http://steamcommunity.com/workshop/filedetails/?id=582478120 SU 35 Mod http://steamcommunity.com/workshop/filedetails/?id=385873566 To install steam workshop mods, subscribe and then ensure they are ticked in the launcher under Mods Old non supported versions are in the Top Gun collection... http://steamcommunity.com/workshop/filedetails/?id=180791024 Mission Amaholic page http://www.armaholic.com/page.php?id=22722#comments
  3. rory_pamphilon

    Top Gun [SP/Coop 1-16]

    0.73 Update Changelog... Implemented Davidoss's excellent cleanup script, vastly improved FPS as a result Implemented mission folder structure Rationalised triggers Made all players fighter pilots Increased skill level of SU 35 enemies
  4. rory_pamphilon

    Top Gun [SP/Coop 1-16]

    New 0.72 Version Links on on frontpost here updated SU35 adversaries added F18 & F15 added along side F14 New Intro Reworked deck layout Updated to Eden Adjusted time of day Adjusted time of day selection mechanism (portable toilet, lower rear deck) Adjusted enemy patrol areas http://steamcommunity.com/sharedfiles/filedetails/changelog/636565800
  5. Hi Alex, First of all, great mod, thinking about implementing it on my topgun mission for carrier protection however I'm having a few issues... Is it possible to disable the chat/notifications, it keeps the message 'projectile scanner' on screen all the time? As others have mentioned, there is a texture error on startup Is it meant to shoot down incoming missiles? Using john & sauls SU35 mod, missiles keep getting to the carrier even with 4 of your turrets placed. Could you put this on steam workshop? would make it so much easier for people to play missions with this mod. Thanks, and keep up the great work :)
  6. rory_pamphilon

    Top Gun [SP/Coop 1-16]

    New version of the mission with F14 mod.... http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=636565800
  7. rory_pamphilon

    Automatic Mod Downloading

    For clarification, this discussion is about mod downloading from a separate file server, NOT the actual game server. Guys, Arma 3 is still a long way off but I'd like to share an idea that has been bounded around alot & has even been requested in Arma 2. I believe the single main issue with regards to the Arma games becoming as popular as they should be and deserve to be is that new users don't know how to.. 1. Find mods 2. Download & Install them correctly (not easy for a beginner!) 3. Keep a mod up to date. 4. Work out which mod is missing or which mod they hav loaded that the server doesn't allow. Right now the situation in Arma 2 is terrible, for a game that claims to be all about the modding community it is very very difficult for a new player to work out what to do, usually your effort is rewarded with being kicked from server with no warning message or one that means nothing to the average gamer. This means they either give up and play something else or they end up on a vanilla server without ever experiencing the amazing mods out there. It's not impossible to implement this, other games have succeeded, half life 2 for example. What ever mod you require but don't hav installed is downloaded within the game before you join. This method ensures everybody has the latest version of the mod and it is installed correctly for you. I realise there may be some issues with this for Arma 3, alot of arma mods are quite big so it would take a while to download. You would also require a decent few few servers to host the mods but surely BI have enough $ now to afford some good file servers? BI please implement this, the confusing and convoluted approach to mods currently is not acceptable for the new playerbase you will pull in with the mighty Arma 3. Implement mod filtering within server browser so you can easily find no mod servers if you don't want to wait. Also once server is selected, allow player to choose which mods to activate before joining is initiated. I dream of the day when servers are all full, with mods running and nobody being kicked because of mod issues :) Rory
  8. Somebody try this on a blank map please with no ai. Still get a boost?
  9. this! I have been a fan of arma for years and have never once heard an explanation why the two are tied together. have they ever tried to seperate the two?
  10. rory_pamphilon

    What limits the server?

    I can understand what dwarden is asking though, he's purely trying to determine if c 500 is the real ai limit or the rate of spawn is too high for init on each unit to complete properly causing a backlog which manifests itself as cpu load issues around the 500 spawned unit mark. BIS has always utilised community support to identify issues, there are simply more cummunity members than bis staff so greater chance of them noticing issues. However I agree that recently their direction has been puzzling, we don't need zues or 100 tiny tweaks to vest armour values. We also don't need more content. The single most useful and fun thing BIS could bring to the table now is more server & client fps. ---------- Post added at 02:18 PM ---------- Previous post was at 02:13 PM ---------- Also dark wanderer or Dwarden (it is ur job after all :p ) it would be interesting if you could get to the 500 mark and then stop spawning anymore and just leave it for a while to see if the fps recovers. If it does then it could maybe be a backlog init issue but if it doesn't then potentially it points to a more serious unrelated issue. Have you tried connecting another client around the 500 mark to see what impact that has? ---------- Post added at 02:19 PM ---------- Previous post was at 02:18 PM ---------- Also dark wanderer where your spawned units given waypoints or are they just standing still?
  11. rory_pamphilon

    Weapon tests

    very interesting, thanks for testing countermeasures. Maybe I'm wrong but it seems something is wrong with countermeasures. Id have thought they were designed to disrupt lockon by AT missiles and yet be almost transparent to a thermal camera? Not the other way around, as they are now.
  12. rory_pamphilon

    Weapon tests

    This is all incredibly interesting, thanks for taking time to do all these tests. A couple of areas I was wondering about... 1. Tank/APC Countermeasures: Do they work? Do they stop an AT missile locking on? Do they stop an already locked on and airbourne missile from hitting? Do they prevent AI from engaging? If already being hit by AI bullets/shells does it make them stop firing? Does the fact the countermeasures only fire forwards have any impact on rear area attacks? 2. What, if anything, can survive an airstrike? Attack chopper/jet AT guided missiles seam to one hit kill evrything but I may be wrong. Does Tank countermeasures have any effect?
  13. rory_pamphilon

    What limits the server?

    Can somebody (more skilled than I + a machine to spare for a day or two) maybe try this test... 1. Create simple coop mission that spawns a friendly ungrouped AI unit with no waypoints every 2mins (allows sufficient time for server to settle between spawns) at a random location on Altis. 2. Record server fps & CPU load every 2mins (bothersome if manual, can this be scripted?) 3. Keep going until server fps becomes v low (single figures) I imagine when then plotting the fps on a graph you would not find a steady decrease all the way down to single figures rather it would decrease at a certain rate until some bottleneck was hit then it would decrease far quicker. I would also imagine at that point of change of fps decrease rate we will also see CPU usage decrease. It would then be interesting to connect a client or two and repeat the test and seewhat the difference is. This wont tell us the problem but it may highlight an issue once we get past a certain number of ai spawned which then maybe the devs can investigate. it would however show if the issue is ai code related or network code related ( if issue is there with no clients connected then not network related) Any thoughts? I'm no coding genius but enjoy trying to solve a problem :-)
  14. rory_pamphilon

    What limits the server?

    Does anybody know if/when arma 3 will receive the garunteed message send fix that DayZ just received on experimental? It stops client and server spamming msgs to each other in the hope some get through. It reduces server load and bandwidth in one fell swoop
  15. Hi, Just wondering if it's possible to somehow set an empty jet to have the canopy open all the time until entered. similar to what you briefly see when you enter the jet. Thanks
  16. rory_pamphilon

    Top Gun [SP/Coop 1-16]

    USS Nimitz & Su35 versions now updated to include fix for multiple nimitz respawn bug. PBO's updated
  17. rory_pamphilon

    Steam workshop mission not showing in MP

    Why is that though? I have made 3 previous missions more or less the same and havnt had to do it with any of those? is this a bug?
  18. Hi, I have just uploaded a new mission and its not showing in the workshop missions list when starting a new server (not dedicated). http://steamcommunity.com/sharedfiles/filedetails/?id=210083460 I can see it in Scenarios but not in multiplayer, I check in steam when paged out and it says im subscribed but if i hit workshop button below mission list it doesnt show in overlay window. I have tried unsubscribing and resubscribing but no luck :(
  19. Hi John & Paul, Congratulations on an awesome looking Sukhoi! Just to let you know I have updated a version of my mission which is now SP/Coop/PvP F18 vs SU35 :) http://steamcommunity.com/sharedfiles/filedetails/?id=210083460
  20. rory_pamphilon

    Top Gun [SP/Coop 1-16]

    F18 vs SU35 version is now online :) See front page for link
  21. Hi, A long term niggle in the Arma series that I have often wondered about. Sometimes when the FPS in game dips below a certain level the fire rate of your weapon (on full auto) seems to dip also. And sometimes conversly with an increase in FPS you get an increase in weapon fire rate. Why are these two things linked? Cheers
  22. Hi, Looking to implement some form of v simple cleanup script that removes dead buzzards from 3 dif airfields on Altis. These airfields are manned by AI only so can't have anything that uses proximity to player as a trigger to cleanup. Ideally a big square marker that removes dead ai buzzards after 2mins. Many thanks
  23. rory_pamphilon

    simple Area cleanup sctipt - how to?

    Sorry maybe im not making it clear how little I know lol.. Does that code cover the whole map, I.e irrelevant of wreck distance? If so how do I get the server to run it? If it only applies to a certain area/marker how do I get it to run in that area? Thanks
  24. rory_pamphilon

    simple Area cleanup sctipt - how to?

    Hi Iceman, Thanks for that. Where do I put that though? Cheers
  25. I may be doing something wrong but it doesnt seem to work, and hasnt ever worked, on a dedicated server with my mission.. http://www.filedropper.com/topgun064 I just checked and towing is synced to carrier ok. Planes are synced to flightdeck yet I get no option for catapult when using a dedicated server. If you want a more simple mission I can get that to you soon. Thanks
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