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acoustic

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Everything posted by acoustic

  1. Shotgun with RHS has no indoor sound. Some of the bolt actions sound vanilla as well. Thanks for the hard work LJ. Changes the atmosphere completely!
  2. Is that using the new tool? The cool thing about the new module is that it allows for all of the effects to be seen in the eden editor before the game starts. Not to mention, it does every object including trees (not just houses). Creating war torn cities should be a breeze if the ability to set a radius (and maybe even percentage of objects to be destroyed?) is included. If not, might just have to copy and paste the module a lot of times to get the desired effect.
  3. Is there anyway to edit the contents of the equipment boxes that are used for player resuply? I know you can choose and remove certain boxes, but what about the actual contents? Thanks.
  4. I am looking for either a mission framework or mod that will assign missions to the player that actually impact the dynamic battlefield. Ie, not assigning a hostage rescue and then spawning a random hostage with random enemies. ALiVE is the closest thing I can think of but it's actual assigning of tasks/missions are randomly generated and not based on the actual battle. Persistence would be a plus but not required.
  5. acoustic

    HETMAN - Artificial Leader

    Ryd, is there any chance you could look into fixing the issue with the capture limit variable (ie, to make the AI only send one group for capture missions? Also when activating the excluded units still give information to the commander feature, does that include civilian units? If I throw their names into the excluded bracket, would it work? Thanks.
  6. Question, does this also save all AI units along with player units? If not, how easily would it be accomplished to do so? Thanks.
  7. There was a website that I ran across in a thread on here that allowed you to select and area and download the xyz and I believe the actual Sat map as well. Anyone have any idea what I am talking about? I have looked and looked, to no avail. If my memory is incorrect, and it doesn't allow the sat map download as well..what is the best resource to download a high res sat image? I am completely new to this, so the easiest method would be preferred. Thanks.
  8. Well I'll be, thanks!
  9. Is there any way to do so? Currently making. Large mission that would benefit greatly from such. I know the trick of using larger groups and spawning them after mission start, but I need an actual way to get past the limit. Is this impossible?
  10. Ever so randomly I get random rubberbanding on my server. Custom ALiVE server with 2 humans, zero ai (in proximity). Server stress is very low. Client side, there is zero desync, ping is great, and no packet loss on either end. But still, randomly there is split second rubber banding that happens every minute or so. Is this an issue with Arma itself or something on my end? Let me know what exactly I need to provide. Not sure if game host will provide server rpt unless I specifically request it. Thanks. *edit* My only possibly reasoning would maybe be the VON quality being set to 30?
  11. It's only some of them, not all. I don't think Altis is affected by it. Edit* Also , I am a bit curious as to how the OPCOM works on this version of ALiVE. I have found that the more objectives you create, the better gameplay you get from the OPCOM. It generally slows progression down, and focuses a lot on the smaller (but still important) objectives and tactics. Say I have 156 objectives, how many groups would I need in order for an OPCOM to keep advancing all the way to victory on invasion mode? Realistically, supporting your front lines is the most important in real war..so keeping lots of forces back at objectives that are far away seems odd. Is this how the OPCOM works or will it just keep pushing its front lines forward and dropping back 1 group every now and then for guarding objectives?
  12. My intro is being messed up whenever someone JIP. The intro is being executed from initplayerlocal, so shouldn't be any issues on that front. Code is posted at the bottom of the replies.
  13. Question, what exactly is causing the wrong direction spawning of compositions on maps other then Altis? Is there any fix?
  14. Negative. However, that part is actually working for JIP. Usually it is at least. Getting weird results.
  15. Update, getting weird results with JIP. Some commenting that its not showing at all. Intro is executed from playerlocal init with "execVM "missionIntro.sqf";"
  16. acoustic

    Random rubberbanding?

    Before rolling back to vanilla. I did some testing. Added your bandwidth settings to my server, and still had same result. I noticed that the client I play with usually (my tester), had a bandwidth of 6000, whilst mine (and anyone else who joins) is in the 300s. Is that a cause for concern? I wen't through my RPT and didn't notice any obvious errors. All so weird considering ping, desync, ect all check out fine. And server load is at like 2%.
  17. Hmm, then maybe that isn't my issue then. My issue is that my intro gets messed up on JIP. I thought it was related to the briefing, but I guess not if it's not in by default. Everything else works in the intro, except for the fade in. It kinda just skips past that for JIP. Here is the script:
  18. I would like to script 3D sounds to play from speakers, or a radio (both physical objects) and for it to be heard by everyone in the server near it. Also, for it to repeat. I did something similar way back when, but I can't for the life of me remember how to do it and how to do it for a server. Any help?
  19. Disregard last question. Figured it out. I have, yet again, another question. Is there any system besides the military sector display and military intel? We're doing an op that involves assisting a local militia to regain territory. It'd be nice to have a way to show where exactly the OPCOM is attacking/defending instead of guessing where he is based on map intel. Also, just wanna give props to the developers for creating such a complex system while maintaining excellent performance. Getting around 90-100 frames on Takistan (in combat, with roughly 20 AI), all whilst there are hundreds of virtual AI fighting around us. Arma has seriously been changed (for the better) ,forever, by you guys.
  20. Do compositions spawned in objectives respawn or change based on if some other factions take over the objective? Or are they just lost once theyre lost.
  21. acoustic

    -abM- ALiVE Server

    ALiVE server community that is very relaxed outside of game, but with pretty realistic missions that are difficult, inside of the game. Not much requirements other then treating others with respect. Server is persistent and available 24/7 with the password. Discord channel is also available upon joining. Modset Required: RHS USAF and AFRF Project Opfor CUP Terrains (Core, and Terrains) Pooder's Enhanced ASR AI ALiVE Optional: Enhanced Soundscapes Steam: http://steamcommunity.com/profiles/76561198331390322/
  22. There anyway to get friendly units displayed on map that are from a different side? Playing as Blufor, and the IND don't show up on the map intel. They are set to friendly with Blu. Also, can anyone examine this orbat file to see why the Eastern IS faction isn't being changed from default groups?
  23. 2 questions: 1. It seems like some of the options in the modules are changable anymore? For example, I can't change the logistics from dynamic to static. I click on the option but it kinda bugs out. Happens with other random ones. Is this a known bug? 2. If I manually place static mortar (with a gunner) will ALiVE use other groups as spotters (essentially share info) and use the mortar?
  24. Just reminder: How does ALiVE use motorized/mechanized units? Do they dismount and break away from vehicles (ala transport style?) or do they use all vehicles as sort of a mechanized warfare? Was it the reinforcements that included transport vehicles as well?
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