UGLY58
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Everything posted by UGLY58
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Bornholm, Denmark [Terrain WIP]
UGLY58 replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice Work, Huge project hopefully you have help ? Certainly looks real promising keep up the good work ! -
Drongos Artillery (an advanced artillery system)
UGLY58 replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Drongos Artillery (an advanced artillery system)
UGLY58 replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It says "checking Radios" in debug but then "No suitable Radio" appears top right. Logs show the following: -
Drongos Artillery (an advanced artillery system)
UGLY58 replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In regards TFAR and ACRE Tried playing with the dtaRadioTypes = ["tf_rt1523g","tf_mr3000","tf_anprc 155"] etc but no luck. Great shame as this works very well without those to me, key mods. I tried adjusting key definitions in the dtaconfig.hpp but as others report that is just a shortcut to the item radio click. I wonder if its possible to redefine that element another way as dtaRadioTypes does not seem to work for me, or others it seems. Maybe naming a player "FOO" or "JFO" etc could work or linking the function to a specific item defined in the dtaconfig.hpp ? -
Please be aware that there is some kind of clash between your mod and Task Force Radio. With this mod enabled we are unable to use the short range radios in TFAR.
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Discovered tonight that by using @TFAR and @jtac_exptoobj you loose the default functionality of short range radios. Server reports that @TFAR is not deployed on server but it is and Long Range Radios work fine. Will report at the @JTAC mods page as well.
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After patch 1.20 I can no longer join any server running TFR. Same for ACRE BTW.
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Core Mission Framework
UGLY58 replied to naught's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Naught, We have been trying to get this to work with our Headless Client and unfortunately the HC crashes every time we try to run your HC Module. 1. Using Arma 3 2. Familiar with HC setup and using it successfully on other missions. 3. The only clue we are getting for the crash in logs is [96440,3070.86,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] Any ideas, we have been looking for something like CMF for a while to adopt as a standard Template... -
8 BIT SALUTE - Saturday17 May Task Force Blackjack is doing a 24hr Charity Gaming Event on our Arma 3 public server. If you wish to contribute or just take part please stop buy. This event is part of Operation Supply Drop raising money to send gaming consoles and games to deployed troops and recovering veterans in military hospitals. Search for "Task Force Blackjack - Alpha Server" on 17 May. Operation Supply Drop - See our event page HERE See you on Server !
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I have been trying to find a version of insurgency that correctly supports HC for sometime. I tested yours today but as soon as we use the HC option we get no red squares at all. We have been trying work out why but know joy as yet.
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=BTC= Logistic [A3] - BETA
UGLY58 replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Giallustio, Awesome set of scripts just what we needed, no problems yet on Dedicated Server. Will you update this to the latest Dev or wait for stable ? -
TPWCAS - TPWC AI Suppression System
UGLY58 replied to ollem's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ollem, Bump on the Arma 3 download link, we have moved to Arma 3 and miss this mod it adds a great deal of realism. -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
UGLY58 replied to l etranger's topic in ARMA 3 - USER MISSIONS
Thanks, Now all we need is forceheadlessclient=1 to work in Dev Beta and we can stop the Damn HC from stealing the Games Master Slot :) -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
UGLY58 replied to l etranger's topic in ARMA 3 - USER MISSIONS
L etranger, Ref Headless Client - It took me a look inside VTS to work this one out, but we have had some vary varied results with HC enabled and not. It was only when I looked at the spawn code I realized the HC only handles Groups. So a word to the wise for everyone on that. So if I fill a town with enemy placed inside buildings (great addition btw) - then I presume they are individuals and that is why we have been getting poor occasional low server FPS ? -
F/A 18 Super Hornet for Arma 2 OA
UGLY58 replied to John Spartan's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Congrats John ! Looking forward to working with you on future projects -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
UGLY58 replied to l etranger's topic in ARMA 3 - USER MISSIONS
L etranger, Thanks for all the effort of bring VTS over to A3 we have been big fans of VTS for a long time at TFB One function that I would like to see if possible is easier implementation of AI units moving in vehicles. If I spawn in a group of say Mech infantry and give them a go to point command, they always walk alongside the vehicles. No matter how far it is. Would it be possible to say implement a get in function if the waypoint is say more than 1000m away then transport unload as they get within 300m. Or something along those lines ? Would make these combined units much easier to handle. BTW the Headless Client function in VTS has enabled us to run some huge battles nice job ! -
IMO, the behavior most missing from AI at the moment is fear ! If rounds starting whipping round your ears the first thing you do is hit the deck, second crawl for cover and third take a few seconds to even work out if you are hit or not and try to get orientated. Adrenaline is flowing at this stage to the point where you cannot aim for crap for a few seconds. Your initial priority is survival. Now look at the AI reaction in A3 when you fire at them. They generally drop to a knee to look for your firing point and fire back. Very unconcerned about the fact that rounds are landing close to them. Either they all use lots of drugs or they really don`t have any suppression routines on them at all. They react way to fast and their accuracy is unaffected by fear. I don`t mind the AI being accurate ONCE they have located me. But if I get the drop on them and engage them first they should not be able to reverse the fire fight anywhere near as quick as the do at present. Arma 3 needs some suppression routines as started to be developed for AI by the community in Arma 2. This to me is the key area of work required right now to make the game what I feel Arma should be - a simulation.
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elec's HeadLessClient Auto Detection Switch
UGLY58 replied to elec's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Nice idea, Should make testing HC missions a little less painful. -
SIX Config Browser - Editing resource - ARMA 3 Alpha available
UGLY58 replied to sickboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone seen a list of the class name changes for 0.54 patch ? -
The urgent debate about headless client in A3 (and HC general info)
UGLY58 replied to zorrobyte's topic in ARMA 3 - MULTIPLAYER
Ah good news indeed ! -
The urgent debate about headless client in A3 (and HC general info)
UGLY58 replied to zorrobyte's topic in ARMA 3 - MULTIPLAYER
Ah OK, understood.....but how do we use it to launch multiple steam accounts on a single dedicated server ? I have a very successful Public Arma 3 server using Headless Client. It runs very well because of the HC and many of the players remark on how different it runs to other servers. If you push this dev version to the Alpha, I will no longer be able to support it. My community is not willing to buy more versions of Alpha than the one we already have on this server. We only needed a single extra copy of Arma 2 to support HC previously. -
The urgent debate about headless client in A3 (and HC general info)
UGLY58 replied to zorrobyte's topic in ARMA 3 - MULTIPLAYER
Simple ! But - No clue how to do that, from what I am reading on that link steamCMD is just an updater ? Sorry but why can`t I have at least a GUI from a company the size of steam - Cmd Prompt is so retro ! -
The urgent debate about headless client in A3 (and HC general info)
UGLY58 replied to zorrobyte's topic in ARMA 3 - MULTIPLAYER
My Arma 3 HC is working fine with Steam in Offline Mode. EDIT - Still in non-DEV thats why ! Voicing our concerns is the right thing to do on this subject, but we must also appreciate that security is a major factor for both BIS and through that the community as whole. The lack of security in game is currently my major concern, but that is very closely followed by HC. The benefits are to great to ignore and my community all rely on HC to enjoy COOP games as we have grown so much. I personally feel we have always been able to run multiple dedicated servers without purchasing new copies of the game. If the game is out stripping the capability of a single server for the large scale games that people want to play and the technical solution is HC then I feel the same relationship should apply. As Arma 3 has sold its soul to steam, I am very much afraid that this decision may not fall in the players favour. BIS may not be the only deciding party in this. If we get a dedicated server.exe maybe as suggested here, a dedicated client (HC).exe maybe the answer. Question - If we had a dedicated client.exe that could only be hosted locally would that avoid the security issues ? -
Now that is what I call a Teaser. Nice work as ever !
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Blake's PINS (Pseudo Inertial Navigation System) and Bombing
UGLY58 replied to blakeace's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Blakeace, Did some testing on local server with client. No problems with: F16, F14, A10A, AH64, good rover down links from all of them using - this setvariable ["FLIRloc", [3.4,0.9,-1.1],true]; GBU12 release parameters are guessable using SP and guided well with - this setvariable ["Laser", true,true]; and O key. Unfortunately because they have no turrets in the config I guess MQ-9 and MQ-8 did not work, shame as I have a GBU12 equipped MQ-9 somewhere. ROVER Similar success and fails as above. The pointers above ref zoom levels would help, just a repeat of what the pilot selections are. SUGGESTION CCRP for the GBU12 to complement the above would be awesome. A vertical tape relevant in range to the SP point, with a carrot that slides down as you get closer. Two markers on that tape denoting the release basket would be ideal. This is on the POD video rather than HUD, allowing alignment and release from either seat in dual seat aircraft. Picture probably would have saved a thousand words there, I can draw one up from a typical mil standard HUD if you need it. I can try a dedicated server test sometime this week.