Cougs
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Everything posted by Cougs
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I want Blufor to stumble into a trigger during a night mission and when they do I want a bunch of search lights manned by OPFOR to suddenly turn on and give Blufor the willies. :D If I put down a manned search light it is on by default. If I put down an empty search light then it can't be manned by anyone and never turns on. How can I a) init a searchlight so it is off then turn it on with a trigger or b) init a searchlight so it is empty and off, then man it (and turn it on) via trigger ? Ta in advance.
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Played with 6 players and I have to say it was relatively easy. We got all the way to the southern airfield before it got late in the night. There is an abundance of vehicles and ammo and the six of us would take a town and suffer maybe two or three casualties and my friends (not me) were pretty noob. We got hit by a fast mover in the south. I'm not sure if that is planned but that is very very cool. The only problem is - the first pass scared the poop out of us but then he kept circling the town in a tight circle and not really engaging. Is that something you can change? The fast mover really needs to fly out further, turn around and then re-engage the AO. 16 players would be crazy easy.
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The best part is I get to strafe without having to take off or land. :) I admit - I had a WTF moment when I did it the first time and then had this stupid "i-will-own-you-all" grin as I beared down on an armoured target. :)
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The CAS is a very very cool feature. You have just enough time for two passes usually.
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BearBison - your point #2, I'm guessing you were playing on a public server? On a private clan server 'mass destruction' should be controlled/prevented. Killing insurgents without taking prisoners won't win the game.
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Played two player tonight for about 3 hours. Sure, 2 players is not 16 but it was enough to taste the mission and I confess I like it. :) Because there are only two of us it was hard work clearing the first AO as a death means that 60 second drive each time - no drama - don't change that. Once we had the parachute then we were in the action much faster - which is also good!! Clearing the first AO took ages. We took out the arma early and easily with Javs and then the chopper came down. We got sniper rifles and picked off the rest but the last 3 peeps took forever to find. Not sure how you can fix that. They were hiding in corners and seemed 'inactive'. They didn't seem to be in groups and they had no patrol scripts active it seems. A team of 16 would find them quick enough. We approached the secondary in a grenade launcher humvee - Mk 19 (?) and made a mess of those opfor. We got nailed by the SPG9 but a quick parachute in sorted him out. The support vehicles were awesome and just what we needed to repair that spg9 and equip for the next AO. :) We took 4 javs to the 2nd AO (really 3rd 'assault' if you count the secondary mission) and took out the armour from a LONG way off. That drew all the bad guys out into the desert. We jumped back in the spg9 and took the town from the other direction almost unchallenged. :) It didn't turn green of course - which is good - but we could find some nice positions and wait for about 15 opfor to come back - which they did - and we died eventually. A quick parachute into their flanks and we captured that town quick enough and got the CROW hummer. We called it quits after about 3 hours. Very stable - no bugs apart from those hiding opfor in the first AO. What I like - the drive in at the start then the parachute in later on - the support vehicles as a reward - no enemy respawns!!!! - right balance of armour - abundance of ammo! What I didn't like - respawning hummers. Once we got that spg9 technical we held on to that at all costs. We loaded everything including the kitchen sink and drove it everywhere because we knew it wouldn't respawn! Remember there were only two of us so we needed as much help as we could get. - snipers were nailing us from a LONG!!! way away. Meh - war is hell eh. - no A10!!! *CRY* We got frustrated a bit getting wounded a lot in arms and legs and not being able to do much about it. We didn't have a medic so I don't know what capabillities the medic would have. We could bandage ourselves only sometimes. The number of bandages you spawn with seemed a bit random. All up, there isn't much I would change and I have to get my clan to try this with 16 players. Good job Bootsy - this will be a regular mission for me. :)
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Just for fun and a change of pace I was hoping to get drunk one weekend, have a bowl of pretzils by my keyboard and trying some A2 zombie action. I found this mod and it has a sample mission but has anyone else spied anything that might be fun - zombie wise? http://www.armaholic.com/page.php?id=9629
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Hmm - its possible. I shall experiment - with glee. :D
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We noticed some players had a way negative score - like -76 or something. He was playing the game the same as everyone else. Some insight into what that is about out of curiosity?
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Valid points. I shall try it properly. The arty (and the mortar) were very overpowered in your mission so I'd be happy to see that gone for good but a once-every-30-mins A10 run is totally awesome, looks good and adds that "joint forces" feel. Consider making that a reward or something like that. Explain what the reinforcement did in beta 2 and why the removal of the ammo drop? For me its all about the perception of a wider force out there and I am just one part of a larger battle. :) I shall bite my tongue until I play 1.1 now. :D
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Thanks for that. I will be honest in a constructive way because I can see the amout of work put into this. When I played Beta 2 I instantly loved it because it had artillery, mortars, A10 runs and all the big toys and I went AWESOME!!! Granted, it was overkill and I cleared the first AO on my own. I played 1.1 and saw that stuff missing and went. Meh. More domination. Alt-F4. :( Sorry bro - I really want to like this and I'll play it with my buddies just to see how the mission progresses and the reward system works but having those toys made this mission fun. Put them on timers or reduce the effect or up the armour to compensate but you had a stand-out mission and made it ho-hum. I'm not sure what the ammo crate and re-inforcements did in Beta 2 - I never got them to work properly (I didn't try to hard) but again - this makes your mission different from the rest. With the vehicle respawn, I drove to the middle of nowhere, shot down two armour with my Jav, went back to the hummer so I could transit back to base and get more ammo but the hummer had gone. Respawning vehicles is great but it would be good to test if it were truely abandoned. That might be asking a bit much. I'll try to play this mission right through with my mates and see if I change my mind on any of these comments. :)
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No artillery, A10, revive or flagpole. :( The respawn worked. How does unit cohesion work if dead ppl can't get back to the front line relatively quickly? Vehicle respawn worked too - a little too well. Can you make it not respawn if there is blufor within x metres of the vehicle (500m)? Dunno if that is hard. No visible errors on a dedicated server. I'll try this with a squad next w/end and see how it goes - especially the reward system.
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I played last night and also spotted the rocket ammo issue - already reported (was using BAF). The vehicles spawning in the air - looks odd but no biggy. We had the quads running out of full at base. It might have been someone leaving the engine on or something. We had to blow them up so they would respawn with fuel. The caches, markers and surendign was all good. We had some 'squares' that were constantly red for some reason - they were 'open' area's with no buildings and we did donuts in quads to 'clear' all that grassland. :) A trivial problem. Liking the way it's going. :)
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Hi mate - tried this last night on a dedicated server and it didn't work. :( The mission refused to d/l. There were about 5 of us sitting at the "receiving file" screen for about 5 mins. It may have been a case of impatience - I will try again when the ded server becomes available to me. I then loaded up in SP mode on my client. Very neat. I like it muchly. The respawn doesn't work - once I die I become a crow with no revive or respawn/teamswitch option. The link you provided is not the compile PBO. I had to do that myself. You might want to add notes saying how reinforcements work and revive cause I tried it and got a friendly chopper inbound but it got shot down over the AO. Is this game intended to work with AI? Put that in game notes as well. If you have an update, make it available, call it beta 3 or whatever and I'll give that one a run as well. I like it - please send your latest. :) Beta 2 comments edit: I see 1.1 is up - nice. edit: UPSMON script failed on start up in beta 2 edit: Your markers are visible on the map - everyone can see all the patrol routes etc
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Beauty - hope to run this sometime on the w/end. :)
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Does the presense of friendly AI boost the number of bad AI?
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Forget BAF for the moment I say. Seems silly working on two version at once. :)
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Any chance of an update - even a minor one - before the w/end? No pressure - just lots of eagerness. :)
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Sounds like a great mission. I'll wait for the first update since you've got heaps of feedback already and then give this a run on my dedicated server. :)
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Need help Taskhints :(
Cougs replied to Xen0tech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Aye - my fault - in hindsight I put too little info. I have this file in my scripts folder ala this site http://www.ofpec.com/forum/index.php?topic=33768.0 And it works very well. I'm not sure if it is over complicated, I'll try the one above - but anyway, that one option throws an error (taskdone) but the others do not. -
Spawn Skydiver in the air
Cougs replied to Funkman's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So many HALO threads it's hard to know which one to bump!! So, I use this at mission start (units init) [skydiver, 2000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs'; And it works grand in HOSTED mode. It does not work at all in dedicated server mode. The units spawn and then fall to the ground and die. Have no idea why - is there a work around? These are friendly AI units only. Player units spawn in the air - with parachute - and can manually deploy in a common sense fashion. Clues? -
I've got this script to work in SP/co-op mode but on a dedicated server the dogs don't spawn. :( Here is the error message in the dedicated server log And the first part of guarddogs.sqf That is the only bit that references _leader2, which I'm assuming is the problem. I'm beginning to know what I'm doing in hosted mode but this dedicated thing blows my mind. :(
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Hi guys, I'm running an old beta version of Norrin - maybe a month old © JULY 2010 - norrin (norrin@iinet.net.au) Version: 0.46 ArmA2 And it works really well. I can revive and drag and I have a spawn marker yadda yadda. One tiny problem - when the revive timer runs out on players 2,3,4,5 (co_05 custom mission) then they get the map with the respawn options/buttons. Very good. When player one (slot 1) dies and runs out of timer he gets the message in white text "choose respawn" but he doesn't get the map or buttons - he simply gets up and is healthy. I could d/l the latest norrin but my mission has been tested to death and I'm hoping this is a tiny parameter that I can tweak and put this one to bed. Ta.
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Need help Taskhints :(
Cougs replied to Xen0tech's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've run this script on a dedicated server and I noticed this line has a bug in the error log [format["TASK ACCOMPLISHED: \n%1", _taskDescription], GREEN, "taskDone"] It seems to work well enough in game but the log has this error message Error in expression <[0.75,0.75,0.75,1], "taskDone"]}; taskHint _taskParams;> Error position: <taskHint _taskParams;> Error taskhint: Type Bool, expected Array File mpmissions\__cur_mp.zargabad\fTaskHint.sqf, line 42 It's hard to work out what exactly is line 42 as everything on and around line 42 is a comment/remark!! :( It doesn't affect the mission but it would be nice to have a clean log. -
Playable unit on connect
Cougs replied to rejenorst's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You can put 32 units in your mission but the host or whoever starts the mission turns off the AI. This mean there will be 32 slots (or whatever you like) but they will all be reserved or empty as the AI has been turned off and bots won't appear in these slots.