Jump to content

.kju

CDLC Developer
  • Content Count

    13542
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by .kju

  1. make sure to reach out also on arma discord <https://discord.gg/arma> in the server admins channel; also the "european arma events" discord has very experienced admins <https://discord.gg/4Cyvkmk> 1) most likely but others can speak from actual experience 2) both discords should help with that 3) depends very much on factors like all players in same area or not, number and type of vehicles used, use of scripts and mods, etc RedBear (RU community) does/did 150-200 player PvP no respawn events - high count is doable but requires careful setup and good preparation
  2. <span style='font-size:15pt;line-height:100%'>Welcome fellow soldiers !</span> We proudly present you: ############################## #<span style='font-size:15pt;line-height:100%'> WarGames MOD v.5.1</span> # ############################## a WarGames Development Production. <span style='font-size:15pt;line-height:100%'>Announcement</span> The WGL Mod team is proud to present the full release of WGL 5.1. 600+ Revisions or three months later WGL 5.1 finally sees the light. It contains quite a lot of changes. See the rough summary following and review the changelog (\@wgl5\doc\wgl5_changelog.txt), if you like to. Also note this is a full only package. A patch would be too large and a few structure changes make it really hard to update it from WGL 5.0. So please remove your previous WGL 5.0 installation and replace it with WGL 5.1. WGL 5.1 once again is delivered by an installer for copyright reasons and easy of use. The installer offers a few different selections. So you can choose between the features or the quick simple unpack solution to your liking. The rar version of WGL 5.1 is only available through our site! --- Do NOT host the rar version for copyright reasons! --- Mirrors of the installer version are very much appreciated though. Spread the word. <span style='font-size:15pt;line-height:100%'>WGL 5.1 Change Summary</span> MISC ~ Reworked: Stringtable. Orders are short and professional now. ~ Improved: If you try to place a mortar baseplate and the mission is not  prepared for mortar use, you get an error message. ~ Added: laser_values_overview.xls which contains a detailed overview about  all lasertargets, "laserweapons" and so forth. ~ Added and Fixed: a lot more predefined groups for editor use. ~ Added: the missions folder is a place for test missions. Copy the missions  folder to \OFP\users\YOURNICK\ to be able to use them in the editor. FEATURES ~ Added: a user-editable preferences file (@WGL5\WGL_Settings.sqf) and the  stuffings to go. ~ Added: dedicated server-side customisation script. It does nothing by default. ~ Added: WGL will try to execute a custom script named "wglinitsp.sqs" when  you play offline, in single-player "mode". It does nothing by default. ~ Changed: WGL Models_Base system got a major rework for better structure and  additional functionality. ~ Added: SFP, BW MOD, RYAN and HYK model configs. Thanks a lot to their  original makers - especially TeRp, the_shadow and Ryan for their help! -- Please review these features in the wiki for full comprehensive explanation -- GAMEPLAY ~ Normalised the running speeds and aimprecision between crouched running and  normal positions etc. People cannot exploit the crouched run now.  Aimprecision reduced in walking and crouched walking stances. ~ Reverted: re-enabled the in-game mouse cursor for vehicle use. Without it,  it was hard to interact properly with the game with AI companions. ~ Tweaked: the recoil to the most playable realism. ~ Changed: set the magazine reload time for the rucksacks to zero. ~ Changed: ruck mags are now autoReload'ed. This takes a bit unwanted hassle  away from the ruck and crew served system. AI ~ Changed: aiDispersionCoef[X|Y] set to make AI less of 1-shot killers.  Firefights last a bit longer now. ~ Changed: added high sensitivity and sensitivityEar values to the Air parent  class. This should help aircraft to engage infantry a little better. ~ Changed: AI uses now handgrenades again - yet the handgrenades are still timed. SOUND ~ Sound Modification: > Infantry weapons are louder. > Better sound samples used. ~ Added: The hit sounds from ECP, with kind permission. WEAPONS,UNITS ~ Changed: We're going CAVS, people ... CAVS implemented. ~ Added: Javelin heavy man-portable AT weapon. ~ Added: M47 Dragon recoilless rifle and corresponding rucksack bits. ~ Added: PG-7VR AT and TBG-7V thermobaric rounds for the RPG-7 launchers. ~ Added: RPG-26 and RPG-27 disposable ATGM launchers, upgrades from the RPG-22. ~ Added: FFV502 HEDP round for the M3 Carl Gustav recoilless rifle ~ Added: Arena anti-ATGM system for the BMP-3M and T-80UM1 ~ Fixed: Optics zoom factors have been adjusted for the WGL5 0.9 FOV. The fixed  zoom sniper scopes are now working just as they should. ~ Fixed: Zeroed the rifles to realistic values. ~ Fixed: Much better M203 rifle grenade aiming "optics", made by Alderous. ~ Added: SingleSeated-, DoubleSeated- and GunTurret-vehicles for primarily AI use. ~ Added: M113A2FIA by alderous - great work man. thanks a lot! ~ Improved: helicopter damage simulation. It can now run both a fuel leak and  engine failure simulation on one vehicle. FX ~ Changed: The WGL smoke cans now produce a much thicker smoke plume, quicker. ~ Added: Tanks AP shell hit effects. ~ Added: "real life" light smoke trail to ATGMs. ~ Added: wg_test_truck_burn_fx.Intro mission to test the fuel_exp script/FX. PVP ~ Reworked: 'fuelCapacity' values for PvP vehicles. ~ Changed: complete rewrite of the PvP / realism: + added: PvP classes for all vehicles (not just tanks and air). + re-removed the cursor for all PvP vehicles besides planes. + introduced a more advanced system to define the classes' values (reduces code). + finer grained vehicleClasses for PvP vehicles. + all PvP classes are now assigned to the civilian side (in order to make  radar signature always white). + removed radar signature and the possibility to be locked for all PvP  "infantry vehicles". ~ Changed: reworked reloadTime for pvp weapons which are (now) one magazine only. ANIMATIONS ~ Updated: anim.pbo to the latest "DMA NextGen" version. This anim.pbo has  reworked stand anim and interpolations to our request. ~ Updated: anim.pbo to probably the last of Sanctuary animation work for OFP.  He completely reworked the walk anims and made aiming a lot more steady  when walking. Impressive job our friend! --- Our deepest thanks once more to Sanctuary for his outstanding effort ! --- and much more ! <span style='font-size:15pt;line-height:100%'>WGL User Input and Feedback</span> WarGames was and will always be very open for suggestion to further improve the MOD. We listen to our “customers†and strive to use all feedback to make subsequent versions of WGL even better. We highly encourage you to provide feedback – obviously, positive feedback is easier to read, but even negative constructive criticism is highly helpful. Yet please note these three things:  WarGames = realism AND gameplay WarGames will never be 100 percent realistic - that is not our primary goal! One thing you may notice about WGL 5.1 is that it is not really that “pretty.†We purposefully avoid using the best looking models as they demand large amounts of CPU power. Instead, we prefer “uglier†but more efficient models and scripts that allow us to use larger numbers of troops and vehicles (even into the hundreds) on the battlefield.  We highly recommended that you check out Zeus missions to see what we are talking about!  However, it is possible for you to convert your favorite models for use in the WGL 5.1 combat environment. With WGL5 Models_Base System you can easily exchange models by yourself. There is DMA Army, DMA Naval, SFP, BWMOD, Ryan config available with the MOD itself. Even more you can make up your own model config quite easily ! Even more we have developed the WGL Texture / Vegetation Replacement Packs for your enjoyment. Third please drop your comment either in the BIS thread (link) or in the WarGames forum. Otherwise your comment might not be read or noticed. Thanks. <span style='font-size:15pt;line-height:100%'>WGL Missions</span> as well as various new Single/Multiplayer Missions like • WGL Combined Arms Engine - by DMA tacrod • WGL The Forest v1.71 - by Mandoble • Sinews of War: Development Center - WGL Missions of the Month • WGL Reconquering Nogova: 10-mission Coop Campaign - by Igor Drukov • WGL Pilot Down - by Strango • WGL crCTI • and more <span style='font-size:15pt;line-height:100%'>CoC Unified Artillery 1.1</span> We recommend you whole-heartly to get CoC Unified Artillery 1.1 now and enjoy it along with WGL 5.1. Chain of Command Unified Artillery 1.1 - BIS release post link <span style='font-size:15pt;line-height:100%'>WGL Links</span> WGL site  Download WGL 5.1. full WGL wiki There you find help with the installation and you are able to learn more about the MOD and its features. <span style='font-size:15pt;line-height:100%'>WGL Credits</span> A special thanks to the addon authors who graciously allowed us to use their work: <span style='font-size:12pt;line-height:100%'>WGL 5.1 Credits</span> • Alderous for his various great additions • Rudedog/Drill Sergant for the great DragonLauncher • Suchey and Earl for their excellent JavelinLauncher • Sanctuary for magnificent anims • ECP Team for top notch men hit sounds • CAVS Team for the excellent ground work <span style='font-size:12pt;line-height:100%'>WGL 5 Credits</span> • Aeon - for his new Nature Sounds • DMA - Sanctuary, !TacRod and honcho (too much outstanding stuff to list) • ECP Team - for various help • JAM, DynamicRange for great sounds • Kegetys for his excellent Spectating Script • Llauma for his great Llaumax Sky Pack • Locke@Germany for his true awesome OFP Animations Enchancement • Mikero for his persistent updating of Editor Upgrade102 • DPS for his great OSV96 Model and Textures • Hoyt for his excellent SV98 Model and Textures <span style='font-size:12pt;line-height:100%'>WGL 4 Credits</span> • Laser/ORC for his fantastic russian units • Edge for his fantastic resistance units • Inquisitor for his weapons • AKM74 for his excellent Russian APC pack and Konkurs ATGM • The guys at MapFact.net who created the best base buildings, ever. • BAS for allowing us to use some scripts and units • Marfy and Sebastian for their excellent MTLB pack • DPS, Sour and KerdTo (Our Weapon) for their Mi2, great addon! • Dinger for porting many of his UA scripts to our mortar system • Jostapo for his lovely MON200 and Claymore models • Kegetys for his sky installer • Kegetys again for his AGS-17 and RPG7/7VL models Our deepest thanks goes to the former WGL staff and all the contributors: <span style='font-size:12pt;line-height:100%'>WGL 5.1 Supporters</span> . ML . Sanctuary . AgentFox2 . alderous . Dslyecxi and Shack Tactical . granQ . Dinger . Jinef, Lupus, Terox, lwlooz, bn880 (Zeus folks) . Lupus, Phobos, Phoenix, Halle, Hellwig, Weissbrot, Blechreiz (BCL mates) . IandC, russin, kungtotte, John Smith, Stuntman, skullpal, Whisper, MAA . and a lot others i cant remember right now thanks guys ! <span style='font-size:12pt;line-height:100%'>Former WGL Core Team (1-4)</span> . AngusHeaf . Phaeden . Tactician <span style='font-size:13pt;line-height:100%'>Get involved</span> New challanges and opportunities lie ahead - share your ideas and take the chance to realize them. The development of WarGames will continue in the future and we are looking for decent and dedicated people ! WGL is based on a strong PvP and Coop Community and is supported by various groups and people. Based on a good internal development surrounding (subversion, trac, ftp, irc, forum) <u>everyone contributes to the development as far as ones own available time, motivation and skills in an organised and coordinated process</u>. Yet we are not solely looking for core developers - anyone's help is appreciated. Take the opportunity and join the ranks. Get more information  here. So we wish you a lot of fun and a good time with the WarGames MOD ! best regards <span style='font-size:13pt;line-height:100%'>WGL 5.1 Core Team</span> . Killswitch . The-F . Q . Soul
  3. I am considering to look into making them playable in A3, and to make playable in MP/COOP at the same time. Would like to get opinions first if that's a good idea or bad and why. Also what elements should be added like revive, spectator mode, customization (mainly around revive and difficulty). Finally would need dedicated and trusted testers for this. As return we could likely give you a free copy of the FULL IFA3 version if that happens (otherwise you have a free copy of the campaign at least).
  4. @mikey74 The rpt is primarily a log file - bidmp/mdmp are the crash logs. Thanks a lot for your kind words! @froggyluv The campaign was designed to be playable alone (or a friend/few friends - next to up to 24 players). Its MP mainly for performance reasons (better with dedicated server use), to have mission parameters for customization and respawn instead of save-load (respawn can be turned off though). We spent a lot of time to make it as playable as possible via custom difficulty adjustment - lower are to be more of a movie experience, while Veteran and Hardcore are the big challenge. The playable slots can be left to AI, which are capable of advancing, finishing mission objectives, revive each other or players, call in supports, etc. So in short we gave our best. Let us know how it goes! 🙏
  5. @mikey74 hm weird - never seen that and cant see how SPE could cause that. 1) please try without mods to rule that out 2) would need to see a video to get a better idea 3) please provide a rpt log of a session with the prob (best to exit right after it happened) ty
  6. Do you still have the issue @tpw? If so, please share a log file - also a screenshot of missing water texture tiles would be good. Can you provide a location with a screenshot /simple demo mission please @oldy41 The buildings were set up with AI path lods and specific door naming to work with AI. @pooroldspikeYou need to unload all mods to be able to play on the KOTH SPE server.
  7. What do you mean specifically here? Its only active if the module is part of the mission or ER is activated via functions. Please clarify. Unclear at this stage. WL was not designed to work with savegames. I've reached to the one modder that made a working version with save+load. 🤞
  8. .kju

    ARMA will not open

    @Dengaridid you manage to solve it?
  9. .kju

    What are "accepted keys"?

    @pooroldspike Unfortunately Arma's error messages are poorly worded. What it means: 1) You loading the game with IFA3 2) The server doesnt allow you to join with IFA3 3) You need to disable IFA3 and retry to join again
  10. @Raider77 sorry for the problem and inconvenience! Is it still a problem for you after the 1.0.1 hotfix?
  11. @viper4aawill be out later today finally 🙏 Thanks for reaching out!
  12. Happy to introduce you Blitzkrieg for Arma 3! From small to large scale, both action packed and tactical battles with up to 32on32 players in a dynamic environment that focus on teamplay and mission objectives! The highlights: Asymmetric A&D gameplay combined with AAS zone system Ten classes to choose from (Thirteen later on) with different equipment and skills like: Medic type classes with the ability to revive fallen or (area) heal wounded team mates Or officer respawn, HALO jump, artillery strike, repair tires, flip cars, cut fences (WIP) Custom spawn menu to select forward spawn or change class Custom HUD to guide players Tiny, small, normal, large and huge scale missions; Very diverse landscape and settings (daytime/weather/fog/viewdistance) 30+ missions available in total for Stratis - over 100 overall Optional AI mode to get into first or as reinforcement with low player numbers Highly configurable via mission parameters Trailer (from A&S ProMode version) Short introduction by AyOopLad with voice commentary Short demo of AI Mode To get a quick idea of the game mode basics, check out our A&S ProMode video channel. ------------------------------------- # Download Blitzkrieg for A3 # ------------------------------------- For reference: A&S ProMode (Advance And Secure) Game Mode thread
  13. @DementuZ please upload the rpt log and dm via discord ref: https://community.bistudio.com/wiki/arma.RPT#Linux
  14. Already familiar with Iron Front LITE, jump directly to what's new below. Want to contribute, go straight to how to participate. Preface This project has the agreement of all involved parties: AWAR (developers of Iron Front) X1Software (managing director) Bohemia Interactive (engine licensor) DeepSilver (publisher) Logo by Lennard Trailer by EvroMalarkey Trailer by Metalvenom Promo by J g0re MP mode "Blitzkrieg" - Official teaser by Kenwort "Omaha" D-Day - Short Film by IIN8II . # What is Iron Front It is a tactical shooter video game set in World War II Eastern Front built by AWAR - a group of former OFP and Arma modders. It was released mid 2012 as a standalone game using the Real Virtuality 3 engine also powering Arma 2: Operation Arrowhead. The highlights: Five outstanding terrains of various sizes A large variety of very high quality and historically accurate units, weapons and vehicles A German and Russian singleplayer campaign across eight missions in an authentic setting Advanced gameplay features like the high level tank simulation, gun towing and artillery system or the realistic mine system Great gameplay with its low tech world war 2 setting Detailed content overview: 5 factions Germans: Wehrmacht, Panzerwaffe, Luftwaffe, Sturmtroopers, Tank Sturmtroopers Soviets: Red Army (RKKA), Tank troops of USSR, USSR Airforce Polish troops: Home Army Americans: US Army, US Tank Troops, US Airforce 32 weapons 9 rilfes 10 machineguns 2 sniper rifles 3 rocket launchers 8 pistols 53 vehicles 3 cars 21 trucks 3 wheeled APCs 10 tanks 5 planes 1 boat 10 static weapons 5 terrains Ivachev (128 x 128) Panovo (512 x 512) France (1024 x 1024) Baranow (1024 x 1024) Staszow (2048 x 2048) Recommended videos to give you some more insights about Iron Front: Weapons and infantry by Sibiluss Armor and tanks by Sibiluss Exclusive gameplay preview by SideStrafe Multiplayer gameplay by SideStrafe Exclusive units, settings and maps preview by fusionpoo Exclusive unexpected visit, air scenario preview by fusionpoo Exclusive tank armor preview by fusionpoo Our check out our Iron Front: Liberation 1944 - Youtube video channel. . # What is Iron Front in Arma Our development team has ported the assets to Arma 3 to be used in the latest RV engine. This most recent version supports many of the new technologies and features of Arma 3 and is continued to be made more complete. . Thanks to: tierprot all infantry units support the A3 clothing system. Shvetz weapons support the new A3 muzzle flashes, weapon effects and other new features. Fabio Chavez terrains shine in the new A3 lighting. tierprot all cars and most trucks support PhysX tech. Shvetz all tanks support PhysX tech. Lennard weapon resting and bipods deployment, Winter and Desert reskins, improved existing textures, as well as several new models. Megagoth1702 new sounds with latest Engine tech. Red Phoenix PhysX assistance, contributions and sharing templates. El Tyranos upgraded tanks, planes, infantry hitboxes and many other various assets to A3 standard. El Tyranos additional variants based on existing models. El Tyranos contributions from Lennard, reyhard and Joarius integrated. El Tyranos ACE compatibility. J g0re promotion creation and twitter presence. Dmorok testing as QA lead, our YouTube channel with many small info videos and doing steam community management. Reyhard bolting system and civilians. Joarius civilian and various reskins. Adanteh rifle grenade system. mikero and his tools suite - without him this whole project would not have been possible! In addition this version allows you to: Mod Iron Front itself Extend it with your own mods Combine it with community made mods Play in the most recent Real Virtuality engine In an alive and vivid gaming and modding community # Media Gallery Images by Fabio Chavez and Lennard. . More: Top rated videos on steam Top rated artwork on steam Top rated screenshots on steam Most views on youtube Most relevant on youtube # What is the LITE version Free version with lower quality textures and sounds. SP missions and campaigns are not available. # Why is it called Preview version This version is WIP until we deliver the FULL version. # More Known issues: Check out our issue tracker. Recommended content, class lists and more: Visit our wiki. Servers: Search via battlemetrics. Joining the team: Learn more here. # How to participate Try it, play it, enjoy it Tell your friends if you like it Share your screenshots and videos Tell streamers to try it or stream playing it yourself Give feedback/report issues Join our discord server for assistance, discussions or just to have a chat Create new missions or new content yourself! Join our discord server and we will have a chat!
  15. best to reach out to Dedmen or ACE people on arma discord or BI discord afaik should be gaussian random distribution these (mostly older) threads may have some more specifics and might be relevant too
  16. .kju

    Mikeros Tool - PBOProject

    best to join their discord for support
  17. 1) AI awareness is only within viewdistance - if you increase that, you need to apply the reveal after 2) use https://community.bistudio.com/wiki/reveal 3) use doWatch
  18. @genpatton043 any other mods active?
  19. tried these yet? https://community.bistudio.com/wiki/Arma_3:_Debriefing https://community.bistudio.com/wiki/setDebriefingText https://community.bistudio.com/wiki/enableDebriefingStats probably best is to read the scripts itself to see whats possible: p:\a3\ui_f\scripts\gui\rscdisplaydebriefing.sqf p:\a3\ui_f\scripts\debriefing.sqf
  20. yep thanks. still this wont work if someone has skipIntro active
  21. @Gunter Severloh do you still have a mirror for these?
  22. reveal action key is very underestimate - it makes your AI buddies (under your command or not) engage the enemy way more effectively. also formation type, correct use of advance and back in formation, and stances is quite important beyond that its much about abusing the AI weaknesses
  23. To be found in the BIKI here: http://community.bistudio.com/wiki/ArmA_2_OA:_Combined_Operations_Lite You can also get it easily via the Six Updater: http://forums.bistudio.com/showthread.php?t=129082 --- This thread is for Q&A and user support.
  24. This should be the correct link to the steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=2861021603
×