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Eckhart

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10 Good

About Eckhart

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    Private First Class
  1. Love this mission; the random aspects are excellent and the easy install makes it much easier to play with others. Spent a ton of time on it so far and foresee myself spending much more! That said, I have suggestions/complaints. (As if you don't have enough people suggesting and complaining..) I really love the get-to-da-choppa mode, but without the goal icon it's too difficult to find and, with it, too easy to complete. I'd love to see some multi-objective adjustments for it; for instance, say, have the player(s) retake an overrun US base and, once there, discover the possible location of the extraction chopper. Maybe half the time they get to the coordinates and there's the chopper, but the other half there's nothing, and another side mission (like the US airplane crash one) needs to be completed to get another set of coords, etc. This would make chopper more interesting and less of a get-a-car-and-drive-to-win mission. I have an issue with side missions, as well; the side mission enemies never spawn until you're waaay too close to the event - in the case of the crashed US plane, the spawning badguys appeared from thin air and killed me instantly from a previously-empty space roughly 15 feet in front of me. It'd be much more enjoyable if the side mission-triggered spawns appeared when the side mission was assigned instead of when you get close, or at least when you get 1,500m or so out from them. The close spawns have rendered several attempts at long-range attack inadequate thus far, and it sucks to think your goal is clear only to get close and die to spawns. I'm really looking forward to future improvements, adjustments and additional game types. I find the default survive-indefinitely mode to be fun but, without a main goal to complete, every mission ends in failure with no driving force outside of side missions. The third type, survive for 30 minutes, is better, but 30 minutes seems like an awfully short amount of time to have to survive - I usually do about 30 minutes of driving alone just to get to side missions - I'd love to see the length of time be configurable. Also, I'd love to see equipment (bandages, nightvision, etc) spawn in vehicles along with weapons; this could be done by vehicle type, with NV and other supplies spawning with military vehicles, and bandages spawning in ambulances, etc. Also, I've had one bug; sometimes, setting Start with Map to 'No' still spawns me with the map. Long-winded, for sure. This is definitely one of my favorite missions released thus far - the pervasive randomness makes replaying the mission repeatedly a blast - thanks for the mission and I look forward to future developments!
  2. Quick question: Is it possible to spawn hostages zone-wise, instead of precise location wise, so that I can have a hostage appear at a random location in an area? It's a bit un-fun, as the mission maker, to know exactly where the hostages are on the map.
  3. So, I'm trying to get a unit to spawn without weapons, which was simple and works fine. However, after respawning, the default weapons of the class are produced. I looked around for awhile and messed with it for an hour or two now and can't seem to figure out why this isn't working to both spawn the first time with no weapons (which works), and then respawn after death with no weapons (which doesn't work). It seems simple enough, and that it should be working, but isn't. In the unit's init line in the editor is: removeallweapons this; this addEventHandler ["respawn", {removeallweapons this}]; Why does my crappy newbie coding not work?
  4. If this keeps up you might be recoding all of ACE.
  5. Thanks for the fix - It's removed the message I posted about. However, now I get this... I wonder which one's next.
  6. Hello everyone, I'm having an issue with a mission when I start it up in multiplayer (hosted on a listen server from the multiplayer menu). After class/role selection, and continuing into the mission, it kicks back the following error: I'm running the latest version of CBA/ACE/ACEX as well as PLA, USNavy and RU. My shortcut is as follows: -noSplash -noFilePatching -showScriptErrors "-mod=;@ACEX_SM;@CBA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_PLA;@ACEX_RU;@missionfolder" acex_ru_sys_repair.pbo is present in @acex_ru/addons/ It lets me continue into the mission after the error, but some things seem to be non-functioning. For instance, repairing vehicles doesn't seem to work properly. The mission creator says this is most likely a problem with ACE as I assume it's working fine for him. Anyone have an idea on how to fix this or what's going wrong?
  7. Eckhart

    JadeWars TVT/COOP/SP

    With no other mods, I get this: Which is from the ACE content missing. I don't have any mods other than the requirements running, which is only CBA, ACE, ACEX, ACEX_USNavy, ACEX_RU, and ACEX_PLA stuff, plus jade. When I disable the various ACEX components I get varying errors of missing stuff and I cannot get into the mission. I was messing around with it a bit yesterday and with changing the one class name from truck5t to ace_truck5t in the mission files I removed the first error, but the second error regarding acex_ru_sys_repair persists. Though it only seems to pop up when I run the mission in multiplayer - I don't get the error when previewing the un-pbo'd mission files in the editor.
  8. Eckhart

    JadeWars TVT/COOP/SP

    I'm making a bit of a necropost here, but I'm having issues getting this scenario to run and I very much want to play it. I've got CBA, ACE and all of the ACEX modules installed and updated through SIX Updater, plus the island and the units packs in the @jade folder. I'm running ArmA2:CO. My shortcut looks as such: -noSplash -noFilePatching -showScriptErrors "-mod=;@CBA;@ACE;@ACEX;@ACEX_USNavy;@ACEX_RU;@ACEX_PLA;@jade" When I go to start the scenario in multiplayer or singleplayer it first kicks back the error: It seems that, at one point, they may have changed truck5t to ACE_Truck5t. Then, after hitting OK to go from the mission select screen to the choose-your-role screen, I get this: This is odd, for one, because I have no errors like this with any other mission, and two, because I clearly do have ACEX_RU running as confirmed on the main menu. I can continue and start the mission, and the opening credits roll, but things seem off. For instance, the Mercenaries which are supposed to be in the oil truck convoy are all dead when I get there and there's only the one fuel truck. Could you help me get this running? I really do want to play this, and I think putting the effort into this post shows to what extent I'm willing to go, lol.
  9. I wasn't as much proposing that it generate entire missions as much as being able to set it to spawn a random number of the selected enemies, as defined by a range, per time a radius is placed. Currently, if you select a group and click the map, it'll spawn one group where you click. I'd just like to see a feature, if possible, where once you click, it'll spawn several groups with one click, between X and Y in number, as defined by the GM. I don't know specifics, but it could, say, roll a random number between X and Y, and repeat the spawning loop that many times, or something. Just a simple, small feature to make playing as a GM less predictable would be wonderful. I certainly don't want a ton of time invested to create an automatic mission generator, but a bit of randomness would be nice to have available.
  10. Not a bug, but had an idea for a feature, if you haven't thought of this already. VTS is great for making missions currently, but the drawback is that, if you play as the game-master, you know exactly what units are spawned against you and it removes a bit of the exciting surprise-factor from running missions. I'd love to see some sort of feature where you specify the radius you want, and roughly what you want spawned there to guard the radius size, and it spawns without notifying you what did. The GM would have to specify side, type of groups, number range of groups, as well as radius size and location. For instance, for a quick, small-man infantry mission, I would select a 200M radius, and choose for between 1 and 4 Eastern infantry groups to be spawned. VTS then would choose between all of the Eastern infantry groups and spawn a random number of them, between 1 and 4, at random locations within the radius with patrol or guard orders. The GM could then, if wished, produce a second radius on top of the previous, specifying 0-1 Eastern Armor, which would give a 50% chance of the squad needing to take down a tank. I don't have any experience with the ArmA editor, but it seems pretty powerful to be able to make something like VTS in the first place, so I'm assuming that something like this is possible. With something like this the GM could plunge not only the other players, but himself as well, into some entirely unpredictable chaos and, at least for myself, would be incredibly enjoyable.
  11. My concern wasn't necessarily for the magicbox itself, but rather that the new method with which the mission scans what items you have available may be missing things. Expanded functionality is great, but it not if your core processes aren't working 100%, don't you think? I like to point out missing and buggy things, no matter their importance to you or on the large scale of things, in case they may lead to discovery and fixing of larger issues. Though I do love, and miss, the MagicBox. Thanks again for the awesome mission, L etranger, by far my favorite mission for ArmA 2, whether it has the magicbox or not!
  12. Looks great and seems to work fine, except one thing: My beloved ACE MagicBox is gone again! :(
  13. That would be incredibly awesome.
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