jt445
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Everything posted by jt445
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Thank you for your efforts, my clan would be very interested in this! For now does anybody know how to start a Warfare game with certain towns being held by one of the factions? For example: in a map with 5 capture-able towns, how to have 2 held by west, 3 by resistance and 0 by east?
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Then I and my Arma2 playing clan will NOT buy Arma3. We are not interested in Steam. Period. We are willing to wait until the Steam DRM is removed from Arma3 and we'll buy it, not before.
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So does that mean it's just the mission.sqm that is different? ---------- Post added at 03:07 PM ---------- Previous post was at 01:20 PM ---------- Was there a change to captured resistance vehicles disappearing in 073-2? We had an issue where we captured resistance tanks, crewed them with AI after town was taken. Then when friendly defenders disappeared so did the resistance tanks (even with our AI in them).
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What is the difference between the separate 073-2 PBOs with HC in the name? The non HC PBO (such as 48_warfarev2_073-2liteco.chernarus.pbo) seems to have the same Headless client files in it as the HC one?
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Is units balancing working in 073? None of the vehicles defined in Common_Balanceinit.sqf have the balanced units. For example: M6 linebacker has Stingers instead of Sidewinders, KA52 has Vikihr instead of Ataka. In parameters WFBE_C_UNITS_BALANCING is set to 1.
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Benny how do you get Warfare only to use those groups defined in /Common/Config/Core/Squads? Such as Squad_RU.sqf, I do not want the game to pull the default groups and only use the groups I have defined in this file. Have tried commenting on this part: But then no groups shows at all for East, even the ones defined in the file. One last question: on LAN play when reloading the save game, other players cannot use the build menu. When they try they get the circle that stays there forever until they reconnect, but no menu of items to buy comes up. This issue started in 071 I believe. Is it possible for you to fix this? Apart from this, West or East versus defending / patrolling resistance works well in LAN.
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ARMA 2: OA beta build 98443 (1.62 MP compatible build, post 1.62 release)
jt445 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Getting crash to desktop with this version still. Have sent dumps to Dwarden and have also sent several for previous betas. -
Does the bodies lifetime parameter also affect destroyed vehicles? Since troops are also considered a "vehicle".
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Great, can be done by town also. Thanks. :) Right I have these defined but nothing in WFBE_%1_PATROL_HEAVY spawns (resistance). Is there a requirement to get these to spawn? Is there a certain # of patrols needed in parameters? With 071 this was 11.
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I would like to see this also. Too many towns get activated and FPS drops to nothing, is no longer playable. Perhaps make it in combination with the territorial towns mode? ---------- Post added at 02:59 PM ---------- Previous post was at 02:55 PM ---------- Benny 2 more questions about 073. :) 1) What file do you define the town activation range in meters? It seems to be 550m by default in 073, want to change that to 700m. 2) So far I have not been able to get Heavy Patrols to spawn. I have patrols set to 11, which is how many was needed to spawn heavy patrols in 071. How are patrols handled in 073 and how do I get the heavy patrols to spawn?
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ARMA 2: OA beta build 97810 (1.62 MP compatible build, post 1.62 release)
jt445 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Will do, thanks. -
With 071 both, with 073 just parameters. With 073 I guess you only need to disable the slots from the multiplayer setup menu. I play with a friend against the AI resistance only. I have AI commander and AI teams turned off in parameters (AI teams don't work on LAN Save / Load at all). With 071 I went into the editor and removed all of the East teammembers except one and all of the West team members except two (engineers in our case). Then go into the initJIPCompatible.sqf and remove the same units there. You can stop there if you don't want to modify units to make it tougher. What I do is modify Warfare BE to make the resistance side tougher. I swap out all of the Guerrilla units for CDF-Resistance troops (modified so they are using better weapons, combination of Western weapons like G36 rifles and Russian weapons like Metis) and I have RACS tanks and armored vehicles replacing the junk guerrilla tanks. The Leopard 2A4 is a tough opponent even for the M1A2. Then, I increase the number of tanks and other vehicles used with the defenders. Finally, I apply all of the above to the Patrols (increasing Patrols to 11 in parameters) to give some randomness to the combat. The patrols can be tough - you can fight a big town with 20 or so tanks and another 15 or so patrol tanks at once. Need a powerful CPU for this. PM me if you need more specifics. I am getting lots of crashes with 073 not sure this is Warfare BE or the Arma2 engine. I am going to fall back to 071 for now to see if the crashes go away. One bug that we noticed is that only the LAN server player can build from Commander menu or repair trucks when game is re-loaded. This issue is still present in 073.
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ARMA 2: OA beta build 97810 (1.62 MP compatible build, post 1.62 release)
jt445 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Still getting crashes, although not occuring within 5 mins like last beta. Dwarden you getting my crash dumps? -
I would be VERY interested in this if you can get this to work. I would certainly be willing to test. That would be awesome! Is it possible to do a West vs Resistance now? Only with West as playable and Resistance as Defender only (with patrols between towns). This worked very well on LAN play even Save / Load in 071. Do you just remove the East units from the editor to make this happen?
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ARMA 2: OA beta build 97771 (1.62 MP compatible build, post 1.62 release)
jt445 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Same here... dumps sent to Dwarden. -
Thanks for the info. So increasing _groups_max will increase the number of resistance units defending a town? Can you advise which file(s) were changed?
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Benny thanks as usual for your hard work on this mod. :) When I play Warfare I swap out the Guerrilla units with different units to make them stronger. I have a few questions regarding the changes since 071: What is the difference beteween Server_GetTownGroups.sqf and Server_GetTownGroupsDefender.sqf? If I want to increase the number of Resistance units defending a town (I want more Armored_Heavy) which one would I edit? Both? What are the numbers in these two files after the group names? Such as ["Armored_Heavy", 2, 1]. What does the 2, 1 specify? The _groups_max = X parameter, what does this do? For example the SV>120 sized town has 8 max groups but there are clearly more than 8 groups listed.
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Can we get better multi-core dedicated server performance in 1.61? AI processing does not seem to be multi-threaded.
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I continue to experience problems trying to get my AI units to move places consistently. If for example I group the commanders of the tanks by color and then order them to move somewhere, the "Move" action appears briefly then goes back to return to formation. Sometimes it works sometimes it doesn't. It also occurs if I simply select multiple units. Other times it will show as moving but they all seem to follow one of the units rather than obeying my commands. Sometimes I will get something like "2 follow 9" even though I ordered these guys to move somewhere. Both of these issues seem to get worse the longer I play until finally they don't obey me at all. The only way I can get units to move properly is issuing individual commands to each unit, which is a pain since it takes so much effort / time. Is there something I am missing? How do I get groups of units to move properly?
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Damage is no longer reduced when prone as of a few beta builds ago.
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The units in question are in my group. I usually play Warfare BE, so I believe that High Command (Control + Space) is being used. No idea about Subordinate module.
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Custom Memory Allocator for engine since b85869
jt445 replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Should there be any dedicated server performance improvements with TBB3 or 4? Specifically, the AI processing. -
Anybody else see problems with tanks engaging in machine gun duels with the past few builds? IE, they shoot machine guns at each other instead of the cannons. Doesn't always happen but when it does it is annoying.
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They do a good job of suppressing... I was suppressed several times trying to hide in a building. That works well. In this case they believe there is an enemy behind a wall or building but they are using small arms to attack the wall. Tanks will use the coaxial and loader machineguns also. I heard sustained MG fire for several minutes each time it happened. Is it intended behavior that AI units will destroy obstacles / walls in order to kill an enemy hiding behind them? That would be cool if it was the intention, but those units who do not have the capability of penetrating the wall should not be firing. Those units that do (tanks, RPG soldiers perhaps) should use the cannon and RPGs, respectively. On an unrelated note, I saw that there was a fix several builds ago where AA soldiers and vehicles were only supposed to attack ground targets when "desperate". Is there a way of preventing AA missiles from attacking ground targets at all? This goes for planes as well.
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The behavior I saw was several instances of a group of soldiers or tank MGs shooting at a wall for a few minutes. The don't have line of sight of an enemy. The most obvious of this was the Zargabad mosque example I mentioned earlier. They seem to ignore everything except being locked into combat with the wall. ;) Sounds like the shoot-through-windows code was tweaked a little too much. :)