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tvig0r0us

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Everything posted by tvig0r0us

  1. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    I'll be putting it up for an unmodded A3, but I'll probably drop a zip of the mission directory out there too. The code is all set to accept mod factions, you just drop the units/vehicles you want in the game near the markers in the ocean. When I post I'll give some instructions. --tvig
  2. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Hello all, I know it's been a long long time since there has been any activity on this thread, but I've been pecking and it's time to dust this thing off. I'm really enjoying Tanoa and APEX in general. The smaller islands on the map lend themselves perfectly to the Total Conquest mission style. Not too big, not too small and a very nice distribution of locations to set up a well balanced mission with the "Battlefield" type mechanics of Total Conquest. That being said, I've got a single map layout together and have changed some things up in the code that I think are a great improvement on the mission mechanics. Namely, vehicle spawning code and the addition of UAVs that you can switch to and control in mid flight. I still have several things that I would like to tidy up before I share, but if you've given these missions a go in the past and enjoyed them, I really think you will have a blast with what I've been working on. I know I am. If anyone has any interest in testing, feel free to pm me and I'll shoot you a link to something you can try out. As with Arma 2, I'm really happy with all of the improvements BI has made over time. Keep up the great work!! Cheers :D
  3. I can totally understand this, and I've only created crappy missions. Thanks for your hard work Dwarden.
  4. IMHO, the smoke and mirrors required to mitigate the problem are not important to me. It's the ability to provide a plausible perception of concealment enough not to break the immersion of the game. The reason there are 13 pages of complaint about the ai it is that regardless of the cause, the manifestation of the problem is the ai being able to pick you off with uncanny robot-like precision (nvm the fact that they are robotic :P). Cheers :D
  5. Thank you for this thread. This is the number one game ruining issue in this entire game for me personally. It has caused me to spend more time away than any other thing I've encountered in a game I otherwise find quite good. The ability of the ai to locate, line up and kill a prone target with concealment is a total fun/immersion wrecker like nothing else and I'm happy to see it being discussed here.... again. Cheers :D
  6. Thanks for your work on this. I was wondering if you have seen the undeclared variable _shards error. If so, does this fix it?? tvig
  7. tvig0r0us

    Issue since update v1.26.

    Just a suggestion, but since I had a similar experience installing the expansions for OA might I suggest running steam as administrator. I experienced a similar issue when steam attempted to install expansions on my machine and it solved the issue when I ran it as admin. Good luck. Cheers :D
  8. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    @FPSNige- Sorry, I had no idea anyone had posted to this thread. I have been too busy messing around with OFDR lately and just haven't been paying any attention to the old ARMA. I hope you are enjoying the mission. Maybe some day I'll come back around to ARMA and post the newer versions of this. Cheers :D
  9. tvig0r0us

    Icarus Solar Farm

    Nice one buddy! I knew you'd be building all kinds of stuff after your exploits with DR. Keep it up mate!! Cheers :D
  10. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Thank you guys! The Armaholic mirror has been updated. Much thanks to BIG Total Conquest v1.01 at Armaholic
  11. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    TOTAL CONQUEST by tvig0r0us Current version: 1.01 Instability has finally erupted into an all out battle for control where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Total Conquest is a fast paced, action packed engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier. My Steam workshop: Download Links: Total Conquest Katalaki Bay v1.01 Total Conquest Dionysios Bay v1.01 Features: - Totally dynamic combat - Instant action - Selectable soldier count, vehicle count, vehicle types, AI skill, fire-team size, starting time, weather, quick start option... - Selectable spawn points - Selectable soldier class or random selection - Totally independent AI - Recruitable AI - Drive any vehicle - Complete mulitplayer compatibility with up to 12 players(subject to change) - Join other player groups - Random Environment What do the markers on the map mean??? Blue = West CP - totally controlled by the west with no enemies in the area Red = East CP - totally controlled by the east with no enemies in the area White = Neutral CP - controlled by no one with no troops of any kind in the area Yellow = Contested CP - this means that there are multiple teams in the area fighting for control of the CP Black dot in the middle of a zone indicates that the zone is able to spawn in troops. Spawns only occur at control points that are controlled by the corresponding team and contain buildings that report room positions... if a CP is contested, no spawning will occur there until one of the teams takes control of the point. In the event that all of the buildings (possible spawn positions) in a zone are too damaged or destroyed it will be removed from the spawn point pool but will remain a capture point. A winner is decided when a team reaches the set score limit, the time limit is reached (high scoring team wins) or only one team is left with zones on the map. If your team has no control points with valid spawn postitions when you die, you will be automatically switched to the remaining team with the least amount of control points and carry on the battle with that team. This does not necessarily mean your original team is completely out of the game. If there were troops alive from your original team they can still take control of a CP, and if they do, you will be moved back to that team when you respawn. Total Conquest layouts now cover a much larger area of the map than past Urban Conquest layouts and contain between 30-40 total capture points. Depending on the scope you choose in the parameters, the layout of the mission will be randomly selected from the points in the layout providing for a different layout every time you play. The parameters allow you to tweak the mission enormously and can be tailored to suit any kind of game play. I'll try to get something together that better explains all of the parameters as well as creating presets to ease the process. To do list: - Add some kind of ammo crate system - Try to get AI groups to use vehicles with cargo slots for transport and deployment in target zones - Create presets for game modes for easier administration - More map layouts (including custom maps) v1.01 changes - Added defense for all zones. Attacking groups will now peel off of attack to cover undefended or under defended zones. - Player can now dismiss soldiers to defend zones - Can now switch to vehicle (will move to driver position) - Player can now spawn to group in owned zones - Player can force respawn - When original team looses all zones the player will be moved to another team on respawn, but if the original side regains a zone they will be returned to that team. - Vehicles now stay to defend zones until defenses arrive (on some occasions they will dismount and assume defense) - Weather now selectable and synchronized across clients and JIP - Layout is now dynamic with size of mission selectable in parameters. The layout chooses random points from a pool creating a completely different layout every time (tons of possible layouts in one mission) - Several options for game style (Conquest with quickstart, conquest with single starting point, advance and secure, domination). Requires complete tweaking of parameters. - Updated vehicles v1.00 changes - Added TAW view distance script (special thanks to Tonic for his outstanding work) - Updated vehicle spawning scripts and logics to handle the A3 way of doing things - Adjusted player group leader task update (still need feedback as to whether this works right) v009 changes - Runs in stable branch - Added all new vehicles to be up to date with Arma 3 v1.** - Code optimizations across the board - Code fixes for newly implemented debug messages (thanks BIS) - Fixed player joining player team will rejoin player if alive after respawn - Added player leader sets target zone will update for any players belonging to that group (needs testing, please post if not working) - Reworked the way patrols are delved out for defenders and in contested zones - Reworked vehicle spawning selection to utilize less cpu - All default parameter settings adhere to the original Urban Conquest concept and are optimized for best performance. The more you turn on the worse it will run, don't write me whining about it if you turn on every bell and whistle. v008 changes - Added a base type of system where only some points will be spawn and starting points if active - Color coded score interface - Changed the scoring system to fit better with a traditional conquest type scoring system - Updated to Arma 3 beta units - Many many tweaks and fixes.... too many to list v007 changes - 007 was still alpha and made many changes, but was never released due to rl and the approach of the beta v006 changes - many optimizations - fixed vehicle commandeer script allowing commandeer of a player controlled vehicle - added irregular zone sizes and shapes - removed depreciated cp size from parameters - added tasking for each zone - added zone names - removed arrow objects for vehicle spawns - changed all map layouts for new irregular zones v005 changes - Uses DEV version of Arma 3 alpha - Added coherent class names in selection screen - Option to disable zone defenders, zones will remain under control of last occupying team - Updated description.ext to work with arma 3 loading screen and added overview.html Parameters tutorial video Tis is an older video, but covers a good number of the current params... will update soon! This mission was built from the ground up with the use of no preconfigured modules and very very little borrowed code. If you should decide to modify any of my code, do not come to me and ask me to fix it. If you happen to run into any issues at all, please report them so I can fix them!!! Thanks and enjoy :) Cheers:D
  12. tvig0r0us

    Disappointed after 13 years of 'Arma'

    The real shame is that they didn't support Dragon Rising like they said they would. They almost hit then nail right on the head with that game, they just gave up before they were done swinging the hammer.
  13. URBAN CONQUEST v1.06 RC by tvig0r0us Time lapse video of zones changing hands. Compliments of Delta99. Thanks!! The new player spawn and unit selection system for 1.05 Instability has finally erupted into an all out battle for control of the city streets where all sides come ready to fight and scorched earth is a viable option. It's up to you to pull together a team and lead them to the ultimate victory... TOTAL ANNIHILATION OF THE ENEMY! With total freedom, how you approach your mission is entirely up to you. Take control of any vehicle, recruit soldiers or go it alone, there are no rules other than get it done. Urban Conquest is a fast paced, action packed urban engagement where the enemy could be lurking around any corner, so watch your back and stay frosty soldier. Requirements: - Arma II Operation Arrowhead - British Armed Forces - Private Military Company - Army of the Czech Republic - The urge for fast full on combat!! Features: - A cross between CTI and SCont - Totally dynamic combat - CQC oriented with house patrols - Instant action - Selectable soldier count, vehicle count, vehicle types, zone size, AI skill, fireteam size, starting time, weather, quick start option... - Random respawn - Random soldier type on respawn - Totally independent AI - Recruitable AI - Drive any vehicle - Portability - Complete mulitplayer compatibility with up to 24 players - Dynamic Environment What do the markers on the map mean??? Blue = West CP - totally controlled by the west with no enemies in the area Red = East CP - totally controlled by the east with no enemies in the area Green = Resistance CP - totally controlled by the resistance with no enemies in the area White = Neutral CP - controlled by no one with no troops of any kind in the area Yellow = Contested CP - this means that there are multiple teams in the area fighting for control of the CP Black dot in the middle of a zone indicates that the zone is able to spawn in troops. Spawns only occur at control points that are controlled by the corresponding team and contain buildings that report room positions... if a CP is contested, no spawning will occur there until one of the teams takes control of the point. A winner is decided when a team reaches the set score limit, the time limit is reached (high scoring team wins) or only one team is left with zones on the map. If your team has no control points with valid spawn postitions when you die, you will be automatically switched to the remaining team with the least amount of control points and carry on the battle with that team. This does not necessarily mean your original team is completely out of the game. If there were troops alive from your original team they can still take control of a CP, but as for you, they are now your enemy. To do list: - Nothing else planned Known Issues: - If you get an enemy status from team killing when you have an ai squad you will not be the squad leader when respawned (just leave the group in this case) - If players join each other's squads it causes locality issues when rejoining squads after respawn (use at your own risk) v1.06 Changes: - added persistent squads - added each zone to task list - added zone names - added irregular marker size and shape - removed depreciated CP size parameter - changed scoring to directly emulate BF2 conquest style scoring - fixed too much stuff to keep track of v1.05 Changes: - added respawn selection via map marker script - changed zone mechanics to require presence in zone to maintain control - added ai zone defenses to maintain zone control - added vehicle commandeer action - added action to join other human player groups - converted most core scripts to fsm - fixed and tweaked too many things to mention v1.04 Changes: - fixed civilian move script to prevent it from bogging down the engine - fixed air vehicles from degrading when crewed and not in a controlled zone - fixed player controlled ai markers not changing to mil dot when in a multi player game - fixed defector marker not displaying when in multiplayer game - small refinements in ai spawn and civ spawn room selection scripts v1.03 Changes: - added leave group action - added full marker system(client side) with on/off option and option to display civilian markers - changed civilians now group up - added check for building damage... spawns will not occur in overly damaged buildings - added check for zones with valid building spawns... spawns only occur in zones with buildings that report room positions ***indicated on map*** - fixed bug in vehicle recruiting where vehicle groups would grow unchecked until an entire side was in the vehicle group - added complete scoring system based on kills, zone capture and defense with time or scorebased endgame. Fully selectable in params - added battlefield size check to scale starting positions based on number of sides and size of battlefield - added custom option for mission builders to insert any faction they choose not native to the game and select them via params menu - all A2, OA, BAF and PMC factions included by default and selectable via params menu - fixed an error in weather script that would override the weather condition with fog condition changes v1.02 Changes: - added planes at airports - select 2 factions per side - switch to enable or disable armored vehicles - optimized network bandwidth usage a bit - add selectable mission start time - add selectable/randomized weather and fog conditions v1.01 Changes: - Fixed Recruit soldier action to work properly in MP game running on dedi server - Added dismiss action for soldiers in player groups, works the same as recruiting - Fixed problem in vehicle code that was forcing player's group to disembark - Fixed vehicle recruiting of existing crew - Optimized, or tried to optimize, all scripts to store fixed arrays at the start of the script so as not to pull on network resources on every loop - Divided civs into groups similar to soldier recruit script to keep them from massing around the civilan group leader... as a side effect of this they behave much more as you would expect a civ caught in combat to behave - Changed CP markers to reflect the size of the CP... colors remain the same Urban Conquest version 1.05 available here: http://www.mediafire.com/?rz23odffnho0e6c Version 1.06 Release Candidate 1 available here: http://www.mediafire.com/?pxi9rk55o1vk8xb Version 1.06 Release Candidate 2 w/bases available here: http://www.mediafire.com/?n16np866y41gnl2 Creating your own UC missions: Depbo the mission you wish to use as a starting point. Open the mission in the mission editor after you have placed the depboed mission in your MP missions folder. All missions contain all factions will notice troops and vehicles for each side placed around the respawn markers for each side. Any troop within 100m of the respawn markers will be included in the mission on the side that corresponds with the marker, so make sure not to put east troops near the west marker... You may, however, include vehciles from any faction at any of the markers and they will be used by the side indicated by the marker. If you place troops from any addon near the markers, they will be included in the mission and are selectable by picking custom in the params menu under the first faction for each side. You can also play with any of the default factions mixed with your custom factions by picking any of them from the second faction for the side from the params menu. To set up the zones, you will need to remove all of the existing zones from the map except for the one named "point". I prefer to set the first marker I place to the size I intend to run the cp's at, so if you want 100m zones, make the "point" marker 100x100 and go from there so you can see where your zones will be. Place the point marker wherever you wish to start building your mission. Select the marker and press ctrl+c to copy it. Then go through and paste it to all of the other positions that you want the battle to occur. Aside from the marker named "point" all of the other markers that represent cp's must adhere to the naming convention of "point_#" where # is a number between 1 and 100. The script will only initialize up to 101 points. So for example, your first cp is named "point", the rest are named "point_1", "point_2", "point_3" (without the quotes) and so on until you have placed all of the zones you wish to have in your mission. Next you will notice open area locations logics. This is where ground vehicles are spawned. For vehicles to spawn in the mission, you must place the location logic inside of a cp that also has valid building positions to spawn soldiers. In other words, if you put a cp in the middle of nowhere with no buildings and then place a vehicle spawn there, nothing will spawn there. Keep this in mind when building your mission. The vehicle will spawn facing the direction of the location logic as well. Go through your mission area and place the logics in suitable places for ground vehicles to spawn. You will also notice heli H objects. This is where helicopters will spawn. The same rules apply for the helicopters spawns as for the ground vehicles. Lastly you will notice airport location logics. If there is an airfield in you mission area, you can include planes in your mission by placing these logics right near the runway or taxiway. Just as for vehicle and heli spawns, you must place the logics inside of a CP. It's good to know the direction of your runway so you can properly place them. ****New***** New in the mission creation is the placement of the respawn points and starting player slots. The location of these units and markers on the map will dictate the location of the respawn selections in the map. I have also split the vehicles and units up for each faction so you can dictate under which category of vehicle scripts will be used for each. You'll notice new markers for each side (lv for light vehicles and hv for heavy vehicles... helo's and planes are self explainatory). Remember to keep these markers at least 200 meters apart on the map. Only the unit respawn markers will be keyed for the respawn script. You will also notice civ markers around the map. These work in a similar fashion as the point markers. The first must be named "civ" and then "civ_1", "civ_2"... on from there. For each of these markers a civilian group will spawn and wonder around the buildings in a 200 meter radius from the mark. I did this to prevent civs from wondering around military installations and to insure their presence in areas where there weren't any cp's... giving more control over the placement of civs in the game. Once you have done all of that, save your mission with a new name and preview it. You should have a full on battle on your hands! Just include Urban Conquest v1.05 in the mission title and Urban Conquest v1.05 by tvig0r0us in the mission description. You will also want to open up the folder for your mission and open the description.ext file. This is where you will find all of the values for the params menu. The last entry in each category is the default value for your mission. Go through all of them and change the default values to your liking. Save the file and your now ready to export and distribute the mission to your friends. This mission was built from the ground up with the use of no preconfigured modules and very very little borrowed code. If you should decide to modify any of my code, do not come to me and ask me to fix it. If you happen to run into any issues at all, please report them so I can fix them!!! Thanks and enjoy:) Thanks to everyone that gave it a go in it's initial stages, your input helped make it what it is today. Special thanks to Zonekiller for getting me off on the right foot with the scripting language for this game.... it's waaaaay different from lua and took some getting used to. It would have taken alot longer without his assistance. Special thanks also to Delta99, who tested the hell out of the mission and gave me some great input and encouragment along the journey. Your help is greatly appreciated. Cheers:D
  14. tvig0r0us

    Urban Conquest by tvig0r0us

    Hi all. I figured I'd get this thread out and dust it off to share a new version of the mission. In the same vein as the original Urban Conquest but with all the new goodies of Total Conquest for A3, here is a total map version on Takistan, but the twist is the point layout is random so each time the mission loads it is different. This mission also has a ton of optimizations and fixes from my work in the A3 version and 8 months of just tinkering around with it. It should run well on default settings, but if you have frame rate issues you might need to tone down the numbers in the params. I hope you all enjoy it!! Download Total Conquest DynTakistan for A2OA here! Cheers :D
  15. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Hello all. I've been slowly working on this, mainly playing it. More in A2 than A3, but I managed to port it over and get it running pretty smooth. I will be changing the name of this entire project to Total Conquest since it has grown outside of the scope of urban combat. None the less, I've incorporated some different modes and options in the params to make it much more customizable and managed to put together a pretty decent advance and secure type of mechanic. I plan to put out a template with video instructions on how to put together your own layouts, which only takes about 15 minutes once you know what to do. More on this to come. For now, I wanted to share a sample of the AAS style gameplay that can be achieved with this mission now. Oh... and here's the new graphic for it... And the download link for the sample mission. The code is pretty well final as I've been getting it ironed out for quite some time now. https://www.dropbox.com/s/oupil9m8r84b1i8/SC48TC100_AAS_Paros_Storm.Altis.pbo Please let me know if you have any problems with the link as I've not used Drop Box much in the past so I'm not sure if I've done things right with it. Cheers:D
  16. Like I said, I get all that. I guess if the bean counters at BIS don't have any problem with loosing otherwise faithful customers over it then I'm cool with that too. They can try and deposit their opinions into the company's bank account, because they sure as hell won't be depositing any more of my money.
  17. I understand. You know what though, I've been on these forums for a few years now, trying to contribute in positive ways when I can. I get it when people are not satisfied that they can't get the game to run well and sometimes the conversations get out of hand, but over the last couple of days I've been watching an increasingly poor attitude coming from people that apparently are connected or represent Bohemia Interactive in one way or another and today it made me snap. Since CWC I've bought every arma product they've produced and it infuriates me that mods and devs would issue publicly insulting statements to people that paid for the game. Regarding that list, I know a while back it was acknowledged that there was a problem in the engine causing performance issues and I for one have seen very little in the changelogs to indicate to me that they're making a huge effort to fix the issue. Tweaking mags and all that doesn't make the game playable to me, but a good smooth experience would. People that dare speak up about the optimization issues frequently get flamed here and constantly told it's their fault, their rig, their settings blah blah blah... meanwhile the developers already publicly stated that issues exist while people that have made every effort to accomodate the performance issues and soldier on through it get insulted for opening their mouths. I've had it. It's one thing when forum members go at it over these things, it's another all together when people wearing the company's face get involved in the flaming, and as a paying customer, I'll not stand for it.
  18. Given the attitude, I'm sure as hell not sending any more money.
  19. +1 Even though I'm sure no one's listening, I'll support the notion of a performance focused update/patch.
  20. tvig0r0us

    So that's it then...? Perrformance

    I didn't notice any quantitative data in my post other than their specs and my frame rate. Even if its only 50 percent the game it's still too much for my $90. Didn't BIS already acknowledge problems in the engine?? I already know the issues that exist on my system... I want bis to fix the issues in the game.
  21. tvig0r0us

    So that's it then...? Perrformance

    Minimum system requirements •OS: Windows Vista SP2, Windows 7 SP1 •PROCESSOR: Intel Dual-Core 2.4 GHz, AMD Dual-Core Athlon 2.5 GHz •GRAPHICS: NVIDIA GeForce 8800GT, ATI Radeon HD 3830, Intel HD Graphics 4000 •GPU MEMORY: 512 MB •DirectX: 10 •RAM: 2 GB •HARD DRIVE: 15 GB free space •HARD DRIVE: (ALPHA) 10 GB free space •AUDIO: DirectX® compatible on-board •OTHER: Internet connection and free Steam account to activate Recommended system requirements •OS: Windows Vista SP2, Windows 7 SP1 •PROCESSOR: Intel Core i5-2300, AMD Phenom II X4 940 •GRAPHICS: Nvidia GeForce GTX 560, AMD Radeon HD 7750 •GPU: MEMORY 1 GB •DirectX: 11 •RAM: 4 GB •HARD DRIVE: 25 GB free space •HARD DRIVE: (ALPHA) 20 GB free space •AUDIO: DirectX® compatible soundcard •OTHER: Internet connection and free Steam account to activate My system: Intel i7 3770k Radeon 6950 2Gig 16 Gig crucial ram 2 gig WD HD 1.5 gig WD HD I didn't publish their specs, they did. I paid an additional $400 so that I could get my system up to their specs. I'd say my $90 makes me entitled to what I paid for as far as the games go and 20fps amidst a little bit of combat just isn't cutting it. I wasn't under the impression when I got the game that it was supposed to be a glorified version of google earth. I thought I was going to be able to put some soldiers on the map and have a big fight.
  22. tvig0r0us

    So that's it then...? Perrformance

    I usually don't get into these threads much, but I have to admit, I've haven't played Arma 3 seriously for quite some time now because of the poor performance. Yes, I'm able to get a decent frame rate when I'm runninng around in the middle of no where with very few ai and vehicles on the map, but once the action starts my framerate dopps dramatically, usually winding up somewhere around 19 - 25 fps. I don't really think that's acceptable from a i7 3770k rig with a Radeon 6950 since every other game I own, bar none, is as smooth as silk on my machine... Including Arma 2. I've tried every optimization trick I could get my hands on, and I even went out and blew $400 trying to get my rig up to snuff for this game, but this lackluster framerate is all that I got. I'm not even sure why I'm posting in here other than the disgust I feel when you Arma diehard faithfull jump on everyone else that is having problems with the game and isn't satisfied by totally poor performance at a premium price, including a moderator of the forum. I've been playing these arma games for years and the same thing always jumps out at me, bad performance. At least all that money bought me a great playing arma 2.
  23. tvig0r0us

    [MP][TVT/COOP] Total Conquest for Arma III

    Sorry. I didn't realize anyone posted in this thread. I've changed quite a few things and decided to give this set of mission a new name, but I haven't released any of it yet. I made this video for you to explain the params. It pertains to the newer version, but is still relevant to the version you are playing. Hope this helps. Cheers :D
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