Zombeh
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Everything posted by Zombeh
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@gc8 Definitely odd that you're not seeing any of these things going on. Seems to be a lot of things people are reporting that you aren't seeing in your own games. Could be mod wierdness or parameters or something. Do you mind showing what you have your mission parameters set to, and what mods you are using?
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Liking how the mission is coming along. Always on the look out for new CTI missions and modes. I've been running on a dedicated LAN server, and I've noticed a lot of weird rubberbanding of units and vehicles. Is that normal behavior? I've also noticed that enemy AI are very slow to register to getting shot, etc. Like you can run up to a group and shoot each a good 8 or 9 times before they ragdoll or flinch animate, let alone die. They also are just very slow to respond to you being there at all. I'm not sure if there's some weirdness going on with the scripts, as I've got no latency to the server what so ever, and the server has no issues with other CTIs with a couple hundred AI. Could it be related to the script speed setting being on "average"? Oh, and setting the side mission parameter to 1, causes you to get spammed with probably 30 or 40 side missions as soon as you engage a town.
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Can't join LAN Dedi while offline on client
Zombeh posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Not sure why this is the case, seems kind of silly, but I'm finding that the only way I can join my LAN only dedicated server on a different computer, is if I'm in online mode on my steam client. The dedicated is running through offline steam, using the launcher. Works fine with no known issues. The client side must however, be online, in order to successfully connect. I can see the server, login, all that jazz, but will shortly get a "steam authentication failed" kick from the server if I'm in offline mode. I don't remember this ever being an issue in previous Arma's. Seems kind of odd that A3 would be set up so you effectly can't play warfare and CTI on your own server, on your own LAN, while not having internet access. Is this an issue with A3, or am I just simply missing some puzzle piece? -
CO40 - War in Takistan: Operation Iron rains (WIT)
Zombeh replied to code34's topic in ARMA 2 & OA - USER MISSIONS
Not sure if anyone else has noticed this issue, but me and a buddy of mine were playing this on my dedicated server last night for about 3 hours, and about an hour and a half to two hours into it we started noticing some weird desync issues. Basically what was happening was my buddy would seen enemy units that I didn't see, and visa versa. They were full on ghost units too, where they'd fire at whoever could see them, and kill them, and we'd get points for shooting them like a regular unit. For example, we were rolling up on a town in an abrahms, and I called out an enemy shilka at 12 o'clock for him to engage. He couldn't see it, but I could clearly, so he blind fired. It didn't destroy it, but damaged it to where it's driver exited the shilka, and he could see the driver of the shilka just "appear" out of nowhere. Any ideas? -
-= ZKs BattleZone =- 72 Player [CO-OP] - Warfare
Zombeh replied to zonekiller's topic in ARMA 2 & OA - USER MISSIONS
@vengeance1 I tried finding his server yesterday to see what sort of things he had running, but unfortunately it wasn't up at the time it seemed. It'd definitely be interesting to try it with more people than myself. I generally play Benny Warfare mostly, but I do love my domination, just never enough people around to play it unless you get into one of those hardcore servers where everyone wants to use fake military ranks and limit everyone. While it's usually fun, the nature of these kinds of dynamic, small mission's along with larger objectives, are what I've been looking forward to lately. -
Nevermind
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-= ZKs BattleZone =- 72 Player [CO-OP] - Warfare
Zombeh replied to zonekiller's topic in ARMA 2 & OA - USER MISSIONS
I definetly think your AI running to heal you and get you back in the fight, as well as letting you see what AI is coming and what not, was awesome ZoneKiller. I'd love to see that as a standalone. I'd love to toss it into a domination or BE style warfare, or something of the sort, since I generally just play on my own dedicated server against AI. -
Thanks for the reply, seems to have done the trick for at least getting AI to engage freely. Guess I'll just have to get used to playing without using tab to target from now on.
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So no one else is having the issue where AI in gunner positions while you're driving a vehicle, don't engage targets, except tank main gun when you manually target and tell him to fire? Also I've dug around and still seen nothing about not being able to use "next target", which is normally binded to tab, to have your AI gunner switch between targets to engage, even after rebinding the command to a new key. They simply just don't do anything when the "next target" key is pressed.
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New to I44, loving it so far. A nice change from the standard modern-ish military scenarios. Curious though, is tab targeting (like when you're driving a tank, with an AI team member in the gun) removed by the mod? I know the tab key is now a radial menu, but even rebinding "next target" to a new key doesn't seem to have any effect. Also, is anyone else having issues with AI gunners not engaging clearly identified enemy targets, even with engage at will, and sometimes not even if you manually tell them to target a unit with right click or anything like that?
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Multi-Session Operations v4.1 released
Zombeh replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
(Nevermind, I messed something up, reply removed) -
-= ZKs BattleZone =- 72 Player [CO-OP] - Warfare
Zombeh replied to zonekiller's topic in ARMA 2 & OA - USER MISSIONS
Is there a way to increase the amount of dismounted troops moving around for the 3 faction sides? I've tried boosting the amount of "men" all the way up, both with and without any other kinds of vehicles, but even after a few hours in a game I still only seem to have max 20 or so dismounted troops moving at objectives and such, through all of the factions combined. Ideally, I'd like to have the vehicles doing their things as normal, but have quite a bit of more dismounted troops moving about. Not sure if this needs to be done through your configs or whether it's even a good idea (ending up with 30 dismount groups requesting transport or something). It's a pretty awesome mission so far, just seems (at least for me) to get stuck ending up being a primarily vehicular combat situation. -
Yeah, and I've found that it's directly attributed to SLX for some reason. Disabling SLX makes it stop. I'm fooling around with the pbo's to see if I can find out if there's a particular part that's causing it.
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I might have found a solution to the SLX causing the memory error crashes, at least it worked for me. I was running SLX v2.3 (most up to date that I found) and was having the CTD with the no more memory error after about 10 minutes of play time (either hosting a dedicated server in the background and joining it, or hosting locally, MP or SP). I'd updated my video drivers, and set my Phsyx to CPU and turned off ambient occlusion in the Nvidia Control Panel as Dwarden had suggested. Nor that or any combination of -maxmem seemed to work as long as SLX was enabled. However, I went into the @SLX folder and was getting ready to do some strip testing to see if there was a particular pbo causing the problem, and I by chance, moved the wound_heads pbo and bisign from the options folder into the main folder to enable it. Since then I have played and hosted 10 different games using different setups, SLX and non-SLX, and played each for roughly two hours each, and I have yet to have a crash at all. Prior to I was unable to play more than 10 minutes in any game using SLX with any other mod or setup combination. If anyone else could test this out and let me know if you have the same results, maybe we could get this figured out.
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31st Normandy mod for ArmA2: WW2
Zombeh replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nah, I'm talking about the loadout config's for the barracks when you purchase gear in warfare. I'm thinking I'm just reading the class names wrong in the "RWWeap" addon inside of ya'lls 31st Normandy2 PBO file or something. The problem I'm having is when all the information in the script is input correctly (based on previous weapon mods I've added to warfare) that none of the weapons show up in the buy menu on the barracks. As far as I can tell this indicates an improper class name, but as far as I can tell "RW_MP40" is the proper class name based on the Config.bin file from the RWWeap addon inside of 31st Normandy 2. It shows -"class rw_mp40 : M4A1 {", however from digging around it seems like other weapons in other addons don't include the " : M4A1" portion. I was curious if that was somehow either part of the class name, or if it was an indicator that the weapon was intended to completly replace the M4A1 or something. I've tested other mixtures of possible class names such as "31stNormandy2_rw_mp40", but nothing's seeming to call the weapon up for use in-game. Not sure if it might have something to do with it or not, but I'm using Combined Ops (started up on Steam from a straight OA purchase), and I'm making sure the class names are in the proper place in the barracks loadout config that is part of Benny's Warfare scripts. -
31st Normandy mod for ArmA2: WW2
Zombeh replied to rip31st's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Rip, I'm not sure if you'd have an idea or not, but I have a few questions. I'm currently working over a warfare map using ya'lls Normandy map and the mods. I'm using a transplant of Benny's Warfare v2.64. So far the only real issue I've been able to find is that when I put the 31st mod into the scripts and add a weapon into the loudout config (in this case an MP40) they aren't showing up. Before when I've done this in the past with other weapon mods all I had to do was make sure the addons were in the mission.sqf, and added in the weapons into the loadout script, and they popped up just fine. Now one of the things I'm curious about is the class names for the weapons. I de-PBO'd the "rwweap" addon inside of 31st Normandy so that I could get access to the "config.bin" file to attempt to ascertain the class names for the weapons. As far as I can tell the class names are in there, but based on my test runs, I'm probably getting them wrong. For instance, what I'm seeing for the MP40 is: "class rw_mp40 : M4A1 {" (RW_MP40 being what I have as it's class name) and then carrying on with the model info and such. Are these weapons perhaps replacing the standard weapons or something? Or maybe I'm missing something like having to do "31stNormandy_rw_mp40" or something? I've been fooling with it for a few days to no avail, so I figured I'd see if you or anyone else has any thoughts. -
I'm currently working on, and fiddling, around with making a WW2 Warfare map using 31st Normandy mod's Normandy map. One of the concepts I want to try to get in is that of a sea factory. Now I know I can just add in sea vessels into a regular factory and have it built on a coast, but I was curious if anyone knows if there's a way to create another factory strictly for ships. I need to try to find a way to have it spawn the newly created unit at a farther distance from the usual factory drop distance as well, lest you build a destroyer or something and have it pop out practically ontop of the factory. I haven't been able to find any references to the idea of a sea factory on any of the forums, so I'm not sure if people just haven't thought of it, or it's not even possible. If anyone has any ideas I'd be most glad to hear them. Cheers.
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New advanced IED script is out
Zombeh replied to 00dc15's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Alright, well I just went ahead and manually placed all the IED ambushers. Now the only issue I'm trying to figure out is why they'll go through all the actions, but not detonate the IED's when either West or East troops enter the trigger range. I'm trying to debug using just the West side trigger statements, but even then they aren't detonating. Seems like they go through all the actions of the script properly. Such as planting, running around finding cover and concealment, and then waiting and observing. -
New advanced IED script is out
Zombeh replied to 00dc15's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Any idea how I could mix this or parts of this script into a BE Warfare map? I've been trying to find a way to incorporate it into the occupation forces for the towns, so when the patrols spawn, there's several of these IED ambushers ready to pounce in the town. However when I try to test it out I keep getting crashes. I'm curious if there's a way to simply either script a guy to spawn and perform the actions, or to just mix it into one of the patrollers. Any thoughts? -
I've been digging around through some of the IED posts on here and Armaholic and I haven't had much luck finding what I'm looking for. What I'm trying to do is see if there's a way to add randomly placed IED/VBIED/Suicide bombers into the occupation controlled towns in Benny's Warfare. I've seen some cooperative missions that have randomly placed IED/VBIEDs around the current objective, and I'm currently digging through the scripts to see if there was someway to transplant that concept into warfare. If anyone has any ideas that might help, it would be much appreciated.
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Howdy, I've been fooling around with tweaking some warfare maps for myself and a couple of my buddies to play locally. I've managed to fuse the logistics and artillery script and the US Support script into a domination map with fairly good success, but what I want to do is do the same sort of thing for a warfare map. Mostly BE Warfare covers most of what we like to do, but since I'm going to be using the logistics and artillery mod with it (allowing picking up, repositioning objects/fortifications, loading stuff into trucks, and towing things) I've been trying to find a way to script in so that each player can individually construct bunkers, watchtowers, sandbag walls, hescos and weapon emplacements for use in the warfare match. The problem I've been coming across is I can't seem to find out exactly how I can go about creating the construction interface (like the commander has) for each individual players, only allowing those sorts of things for a price. I also had some issues with the logistics menus not showing up properly, but I'm fairly confident I can work that out myself with some tweaking of where the script itself is. If anyone has any ideas, knows of a way I can impliment that sort of a script into the mission, or any other tips that might pertain to what I'm trying to accomplish that would be great. Many thanks.