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alanford

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Everything posted by alanford

  1. so neo, have you completely stopped the development of escape? :(
  2. I have a question: I have created an ai support module, which includes an m4 scorcher with laser guided bombs. so i got myself a laser designator, spawned a tank and called a laser guided bomb from the support module. I had my crosshair aimed at the tank when I called the artillery, then used the laser designator to point about 10 meters away from the tank. I was pointing at the ground. The shell still hit the tank. Why? I thought the guided shells were heatseaking, and laser guided followed my laser designator. this is evidently not the case. So can someone offer better documentation on how this is supposed ot work?
  3. alanford

    Laser guided artillery

    I am not even remotely surprised by that. :D
  4. Hey. Seeing as how the new version is still in development, could I ask for a feature or just some documentation so that we can modify it ourselves: A way to remove drones from the game. For us, they are way too destructive and really serve no particular purpose. The problem is that we play in smaller groups, and don't have the capacity to lug tons of AA rockets around. See, we can avoid tanks and APC's when we want to, however there's no way to escape those drone shitbirds. And on foot it's no biggie, we can just ignore them. Even though the fact that it may or may not transmit our location to the patrols is disconcering, but whatever. no biggie. The problems start whenever we try to mount a vehicle. Those overpowered gods in the sky will 1 shot ANYTHING soo fast that it basically results in an instant failure. So we now have to resort to having some people in the vehicle and some on foot, or using 2 vehicles. But mostly just not using vehicles at all. Just the last day we spent nearly 1 hour slowly chipping down a tank so we could then board it. And blimey, not even 10 minutes later a drone came and killed us. Neat! And okay whatever, we can do the mission without armour. it's fine. But the worst thing which i can not deal with is this: We spent quite a long time gearing up, and raiding a comm station. And it was a hard raid, because a city was really close. And the way spawning works for cities resulted in nearly all of us getting 50 kills. Anyway, we do that, and the CASEVAC is on the other side of the island. The only half-way reasonable thing is to use a boat. So we raid a boat, kill the crew, find a car to push the boat into the water, and BAM 2 drone fuckers spawn over us. so now the boat is useless. We spent the next 2 hours looking for AA missiles, and then died. Really gamebreaking for us. So could you please provide some documentation on this subject? Thanks mate! :)
  5. alanford

    [COOP] All Out Warfare

    Okay thanks. Another question I would like to ask you is: how can I delay the spawning of enemy ai? So, if I want time to prepare for their arrival, what would I do? Do i need to go the the spot of the battle, prepare, than go back to HQ, start the attack, and go back to the battlefield? thanks for the fast reply :)
  6. alanford

    [COOP] All Out Warfare

    Okay, so I ahve a question: I want to make the enemy AI attack a town I am defending. How do i go about doing that? Also, how can i create waves of enemies?
  7. alanford

    New terrain will be urban

    Okay, sort of a clickbait title. I am sorry, but now that you are here look at this quote: So, what do we have here? new opportunities. What new opportunities could there be that altis doesn't offer? Unless it's in some alps, (which would require high elevation changes, something real virtuality struggles with) it must be an urban place. Distinctive locale: well, we have had afghan deserts, czech woodlands, greek island... And, zagrabad was more a city of low building than a proper urban area. We have not yet, however had anything resembling a big urban city. Adding diversity: again, we have not yet seen close urban CQB in skyscrapers. And it's not like real virtuality does not support tall buildings -- it does. And now,, that the average PC computing power is finally large enough to cope with a large city, I think the time is right. adding new structures and other objects: if they were again creating an open-terrain focused map they'd probably just reuse many of the altis assets. new AI pathfinding: well, we all know the current AI gets really stupid in urban enviroments. it makes sense they'd be working on pathfinding if they needed to sharpen them up for urban enviroments Also, creating something like a city with some countryside would nicely complement the new marksmen dlc, where you could camp on high skyscrapers and pick off people in the streets. Imagine something like a 5x5km small sized city, with some hillsides in the background. It'd be quite a good map. this. http://www.thebuzzmedia.com/wp-content/uploads/2010/03/crysis-2-screenshot-city-corner-park.jpg (394 kB)
  8. alanford

    New terrain will be urban

    Why not? Think about it, there's more apc's and wheeled armored vehicles, than there i tanks. Besides, tanks can also operate in cities. And since there is decent ammunition penetration simulation there could be quite a few good scenarios for armored combat in an urban enviroment. And also, lets no forget all the city roof combat possibilities. And I suppose the map won't be all urban, I mean, there could be a decently sized city, with some countryside with some nice rolling hills.
  9. alanford

    ASR AI 3

    Thought so. So if asr_ai3 is a server side mod, why is there anything regardin dragonfyre in there? But here's my other more important question: Does the AI share information over the radio instantly? AKA: if me and my team execute a perfect stealth attack to an AI group, and kill them in under, lets say 5 seconds, do the AI still radio our last known position to other AI units?
  10. Question: Can I run the 1.38 server with 1.36 clients?
  11. alanford

    ASR AI 3

    So does that mean that I need to run dragonfyre on the server?
  12. Okay, so we've been playing this mission for quite a while now, and there are few new things that come to my attention: 1. As @mythlawlbear mentioned, the start of the game is pretty much depending on luck. His idea to delay spawning of vehicles is really good. 2. The helicopters and drones are a real pain in the ass when playing with a small group. Since a single AA titan has basically 0 chance of downing the heli/drone we'd need to carry 2 aa titans to reliably take out an airborne unit. Which turns out is really an issue when there's just 2-4 players. Could you maybe add parameter to disable airborne attack units? The scount helicopters are not an issue, however drones do fire big rockets which 1 shot anything, and can result in an instant-death scenario. And it's not like we can use the .50 cal on the back of a truck to figh the drone, since it kill the truck before we can down it. 3. The boats are extremely glitchy, as said before. They will get stuck on the shore a lot, resulting in quite a few waster AI units. 4. The main battle tanks don't do anything. There have been cases where we were in a huge firefight for a few minutes, when a tank rolled by a road. And it just kept on going. It didn't care that there was gunfire not 10m away from it. Also, we experimented and shot bullets into the tank, it didn't care. So again, some wasted AI units. 5. Now, I need to while about the AI again. :D I am sure you are annoyed at this point. But here I go: We were in a big firefight, and quite a few different patrols came, and we took out some APC's and a truck full of soliders. 5 minutes later, there was a patrol about 500m away from us completely oblivious to the whole thing. They were on a patrol as if nothing had happened. So, i assume the script spawned new units when the old ones died, but it doesn't tell the units to be on alert. And to search for us. Can this even be done via a script? 6. You'll probably work on this with the new bases, but still: the comm stations and even the ammo depots are very poorly defended. Only 4-6 soliders. And no tanks. Do you think you could make them more defended? cheers! Looking forward for the new release. :)
  13. After extensive testing I can confirm that bcombat does not work on dedi servers.
  14. alanford

    JSRS3: DragonFyre

    So than create a scripted gunfight, record that using fraps, extract the sound and use that?
  15. Alright, so the server we use is completely private, only people we know connect. So we have NO concern with cheaters. I am however EXTREMELY concerned with false positives. I have had some very very bad experiences with battleye before. So my question is, is there any good reason for me to actually activate battleye on our server?
  16. So, how do I know which mods I need to run on the server? For example, I know I dont need to run JSRS on the server. But since there is hardly any information in any of the mod/addon threads this is just a guessing game by me. For example, right now I have disabled ALL mods on the server, and it still runs. In the client connecting I can use hlc weapons, and agm features. I don't know if it would work with other people, since I have not had a chance to try this with friends. But anyway, guessing isn't the best solution anyway, so I want to ask someone who can tell me what the correct way of doing things is. Do I just copy the keys into the Keys directory, and run all mods clientside? What about things like ASR_AI, this obviously needs to be run on the server, right? So, here's what mods I'll be running: hlc weapons asdg_jr jsrs agm blastcore st_stamina_bar cba_a3 thanks for the help :)
  17. alanford

    JSRS3: DragonFyre

    Okay, so back I am. I reinstalled arma and added: cba, jsrs, blastcore. It all worked as far as I could tell. Then I added HLC, agm, and hlc_jsrs patch. I also removed a lot of modules from agm. Apparently agm_grenades can cause mute sounds, so maybe that was the cause. I don't know, but now it seems to work. Here's a video. Could you just throw a quick look at it, and tell me if the sounds work as they should? I did some running under bullets at 3:20, so the effects should be most prominent there. Anyway, full effects or no, this is spectacular. Really stellar work mate!
  18. alanford

    Authentic Gameplay Modification

    So, apparently a lot of people in this thread reported a problem with the sound. I also can not confirm this was a problem with agm, however I had eerily similar symptoms: no gun firing sounds, i did hear bullets hitting, and out of all the guns in the game, only some worked. So has this problem been solved? Or at least the source of the problem found?
  19. Hey toadie. I'm trying to be thorough in properly installing and modding my arma. So This brings me to your thread. I love your weapons, and really enjoy using them. I also love and enjoy the jsrs sound mod. In the 2.2 version you had a compatibility patch, which you linked to in the OP. HLC JSRS SoundPatch Is this still relevant in jsrs3? Will the patch work? Is it still needed? Does it need to be updated? These are all questions I do not have an answer to. :) Could you help me out?
  20. alanford

    JSRS3: DragonFyre

    No, I am sorry. My reply was too rude. You have invested countless hours into this mod, and I've really enjoyed all your previous work. It wasn't fair of me to be so nasty. Of course you can not spend your time on a single isolated issue, which apparently was cause by some third party mod/bug. Please understand, my first post was posted after me and my friend spent 4 hours looking at error messages, crash dumps, and random crashes, glitches, and no sound. I should not have posted then at all. So sorry. :) Anyway, I'll start by uninstalling arma, and downloading a fresh copy from steam, and than try to figure out where things break. One step at a time. I'll post the solution, if I find it, and a more complete log of what went wrong. If I can figure it out. :) Cheers!
  21. alanford

    JSRS3: DragonFyre

    Jesus fucking christ man, why are you pouring all your negativity on me? I don't know why you are so pissed on me for. I was just trying to troubleshoot and find the culprit. If you read my post you can see my thought process was completely analytical, not judgemental. I try to follow every possible lead the best I can, so that I can solve the problem. I mean... The sounds were not working, so is it such a frikking wild assumption that a SOUND MOD had something to do with it? Or is that being too rude for you? Because somehow, thing were working one day, and then after one additional client activated the jsrs mod, things stopped working. But jsrs could not possibly have anything to do with it, right? Because it's your baby. Finding the real issue, and solving it, thus constructively working on improving arma for all is not really on your agenda apparently, is it? You just want praise. And that's perfectly fine... You invested a lot of work, and now don't want to hear about any problems. Cool, no problem. But don't throw a tantrum when people have some issues and complain. If you don't want this thread to be a support thread, write that in the OP. And how am I supposed to know I am not to run jsrs on the server? Did you write this somewhere? No, you just assume people know, and if we don't you yell at us. Because somehow, obviously, you knew this from the moment you first opened arma, and not only after someone told you. Right?
  22. alanford

    JSRS3: DragonFyre

    I think I know how to use addons... But you know, since there isn't really a proper readme for this, I might have fucked something up. Would you mind reading through my steps, and telling me what I messed up? Also, it is important to note, that yesterday the I played the game with a friend and he did not have jsrs3. The server did not have it enabled either, so my client was the only arma running jsrs. I also should note, that I accidentaly activated pubattleroyale on the server, but then deleted it. The game worked, however my friend did not hear my gunshots. I heard his. Today, he downloaded jsrs, and I activated it on the server. Today the server kept crashing to desktop, and when it did briefly work, the sounds were all messed up, We couldn't hear eachother's gunshots. --For what it's worth we are running a heavily scritped mission, which had some big error messages. They then dissapeared upon computer restart for no apparent reason... ? So... what do you think? Oh anothe big thing: When it did work for me yesterday, the gun was incredibly laggy. So when I started firing it would take like.. 1 second for the sound effects to start. ---------- Post added at 10:20 AM ---------- Previous post was at 10:16 AM ---------- I use vanilla guns, and HLC weapons pack ar15, and m14. I also use the hlc jsrs patch. And no guns work properly.
  23. alanford

    JSRS3: DragonFyre

    When playing COOP using a dedicated server I can not hear my teammates' gun sounds, and he can not hear mine. The gun is MUTE. This is both with jsrs enabled on the dedicated server and disabled. Why? ---------- Post added at 11:51 PM ---------- Previous post was at 10:42 PM ---------- We also tried using not-dedicated multiplayer. Also not working. Glitchy mess right now. ---------- Post added 01-11-2015 at 12:38 AM ---------- Previous post was 01-10-2015 at 11:51 PM ---------- Lol, and now after deleting JSRS all the vanilal sounds are messed up. I can't hear enemy fire, and all the sounds are completely weird. This is either a weird fluke, or a very glitch release.... Anyhow, my experience with jsrs3 was extremely negative so far. And I was really looking forward to this.
  24. alanford

    Authentic Gameplay Modification

    Can i ask what tank cooking does? ---------- Post added at 01:51 AM ---------- Previous post was at 01:45 AM ---------- Oh and how does climbing work?
  25. How can I make the enemy Ai use a particular weapon set? (to be exact, the AK pack from toadie) I don't really want to edit each unit, I just want a blanket change to all the units. So all enemy units use AK's? (and their variants, so what was an autorifleman instead of using mk200 now uses rpk and so on...) The mission I want to edit is somewhere in siberia. It's a complex mission, so I don't really dare make any big changes. I just want a simple way that does not fuck with the scripting. http://forums.bistudio.com/showthread.php?179876-CP4-Somewhere-In-Siberia-Stalkers-Testers-wanted Can this be done? Cheers!
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