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oktyabr

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Everything posted by oktyabr

  1. oktyabr

    UPSMON Updated to ArmaIII

    Are you using the DEV branch Cool=Azroul13? Or stable? Have you tested these scripts with both (can you recommend one over the other?) Is there a way to use UPSMON to populate the upper levels of the watch towers and the roof of HQ buildings? I have fortify working now but nothing I've done will get them to go up stairs! I'm running the stable version. :)
  2. It's sad that we are on ARMA 3 and this question still needs to be asked. Why hasn't BI figured out how to code a path finding that ends up with an AI looking out a window, off a balcony, or at least in an "intelligent" seeming way??? Unfortunately the "manual" way you have described is the best thing I've found so far too.
  3. PS Swedge, I sent you a friend request on Steam and also joined the TacBF group there. :) ---------- Post added at 06:59 PM ---------- Previous post was at 05:24 PM ---------- I've created a Steam group to help players in North America (this side of the planet anyway) find others to play TacBF with during those "other" time zones. I think part of helping this mod grow the fan base that it deserves (IMHO) we really need to get more Americans introduced to it and they need to start playing it during the more common times, for this side of the planet, rather than just when the Europeans are having a go at it! ALL are welcome though! :) -=ARMA 3 TacBF North America Steam Group=-
  4. Well I finally got to play on a populated server for awhile today! It was good fun and I can see liking this mod a lot. A NOTE for my fellow North Americans: Don't worry about joining the EU servers! I played today with a ping that hovered right around 200 the whole time. The game play seemed very stable (better than some NA servers I've played on!), English was the only language I heard and best of all no one complained about my ping! Jump in, follow around someone until you get the hang of it and enjoy yourself. :) I know there are several others of us out there too but it seems like when the core group of guys (from the EU or Oz I think) pack up and leave they all leave too. I think we have a small core of NA players and we need to start getting organized so that we can play during our traditional hours too. Which brings me to another point... But first a shout out! Swedge, kind sir, I think I played on the opposite team from you today... you must have been part of the major CSAT war machine that trounced us seemingly round after round after round! :raisebrow: ... I think there were about 40 players when I joined. It was hectic and still fun, even though I was still very much in the learning stage. BUT probably the most fun I had tonight (today, depending on where you live ;) ) was after most of the players quit for the "night" (it was still 1500 my time) and we ended up on a very tight mission called "Swamp" something with I think about four players per side, eight or ten players total. This was VERY tactical feeling... some of the confusion I felt on the larger versions disappeared and some of my carefully honed (and rather rusty, so it seems) PvP instincts came back like an old, well broken in leather jacket. Capture points (flags) so close together you could often be capturing one point and see the flag of the next one waving in the distance. NONE of that typical ARMA 3 "spawn... jog 1500 meters... get shot from who knows where... respawn... jog 1500... etc.) stuff. It was quick into the action and we had some pretty awesome firefights. The point that I am trying to make, especially for those that haven't tried this yet, is that you do NOT need a "full" server to have a great time in this mod, provided the right mission is selected for the player base. In fact I can easily imagine some organized groups actually preferring the smaller team sized missions. They definitely have a different feel to them than the much larger ones... and I wouldn't mind working on some mission ideas along those lines myself, once I learn a bit more about the game! :) A few observations: It is not very obvious what are the goals, methods or means to a brand new player (I just started today). There are no "hints" in this mod to guide you through the learning process. I know it's a lot of extra work but something along those lines might make it more accessible to the new players. For example I still find capturing a flag a bit confusing. You only need to be in the area of the flag to get to see the progress bar appear on the screen and for it to start changing, one direction. Then you have to touch the flag pole itself before the progress bar changes direction and begins to turn into a capture for your team? I'm also still not clear on the effect of other players in the same area. If both teams have an equal number of players in the same area does it not move? Does it help the flag to change faster if more of your teammates are in the area? I asked another player this and they weren't sure either. Perhaps a simple introductory document would be of help. The name tag thing is handy I suppose for finding out who it is you are sharing a foxhole with but is too short ranged and hard to see. I wish it had optional colors, was useful at a slightly greater distance and stayed on longer as well. Regardless I found myself using that key so much that I ended up rebinding it to one of my higher priority "easy access" keys. I just wish it did more. I suspect that it isn't always on to make FOE assessment more "realistic". It certainly makes it much more difficult and I think I was shot by teammates more than I was by the opposing team. So I ask for a bit of assistance and I'm told "check your radar" thingy at the bottom of the screen because it only shows teammates. But it's apparently only good for 50m or so? So then I'm told "check the map. Your teammates will show up on there." How realistic is it to have a map that shows where your teammates are? I think I would prefer a map that did not do this and some sort of FOE popup when your crosshairs encounter a player. Or something. I don't know. I do know that it was very difficult to tell who I was shooting at and I spent more time looking at my map than I did my crosshairs. The radar thing is useful and the SHIFT+LMB combo to put a way point on the map for yourself is worth more than half my ammo. I don't mind navigating with a map and a compass but in the heat of the battle it's nice to have an easy way to get your orientation! I DO wish it contained distance data though, without looking at the map. Perhaps not exact figures necessarily but maybe the chevron icon could become less or more visible depending on if you were 100m+, 300m+, 600m+ or 1KM+ away? Maybe it could scale size with distance instead? Just a suggestion. I still haven't made it into a "squad" yet and I'm not sure exactly how that works either. Another chapter for a beginners guide and/or some optional hints on the screen? Are vehicles just there for anybody? Public use? :D I think I like the revive/medical system although this is an area I'm not clear on either. It's handy to slap on a field dressing and maybe take a shot of morphine but what happens if that isn't enough? Can it be too much, like too much morphine? What happens when a player is wounded and requests a medic? Can you drag and/or carry a wounded teammate to a safer location, whether you are a medic or not? I don't want to write a full book here so I'll quit now. Good games tonight and I hope to have the opportunity to play with a lot of the same people again one day soon. :) TL;DR VERSION: It's a good mod that while it's still got a ways to go before it's "perfect" and could use some aids, hints or a beginner's guide for new players, it still offers a twist on MP PVP that I find unique and refreshing. Don't worry about pinging high on EU servers. Don't worry about joining a server that has a dozen or fewer players on it! If it's got the right mission it should still promise an interesting time. North American players: I want to play AFTER work! LOL! Is anyone organizing a group of NA players so we can play AFTER lunch time too? If so, count me in! :D
  5. oktyabr

    Battlefield-Esque mission

    A bit off topic but give the AW Invade and Annex a try sometime. For public server play I think it trumps Domination pretty well ;) @stapler8 It's a great goal you have there! I own and play BF4 as well but end up in A3 most nights just for the lack of spawn & die and the other more obvious reasons. Watching your thread with interest!
  6. I would also recommend you keep an eye on the ALiVE thread. Think of it like MSO for A3. Maybe more than what you are looking for but even a simple setup can produce some amazing results.
  7. Even though I didn't get in on the official testers pool this is one thread I check daily! Great to hear 0.15 is getting closer, look forward to getting my hands on another public beta that much sooner too (hopefully before next Christmas!) :P
  8. oktyabr

    UPSMON Updated to ArmaIII

    Thanks for the reply! I guessed it was something like that. It might be nice to have a way to say spawn only in high positions available in the "town", to better populate such two story military structures first?
  9. I tried it tonight with a 4 player coop I've been working on. That's me, one player and three other "playable" slots filled by AI. It seemed to work pretty well but whenever the group leader, whether that was me or the next in the chain of command, after I'd been killed, was *wounded* we'd start yelling out commands to the last slot in the group, "4", usually move commands and usually to move somewhere to the left! He would take off on this goose chase even if he was the only left in our group capable of reviving the others. I looked through the scripts but nothing jumped out at me as a likely cause.
  10. oktyabr

    Russians

    LOVE the new BTR! That thing is scary as hell when it's not on your side and you run into one in the dark :D
  11. oktyabr

    UPSMON Updated to ArmaIII

    I'm trying this latest build by previewing in the editor (SP) and fortify *does* seem to work now, sort of. Stable version of the game (1.08), Stratis air base, I built a small marker (20 x 20) called "town" that encompasses the "Military Cargo Post" in the NE corner, along the road. I placed a basic rifle group on the road, outside of the base. I put this line in on the squad leader: nul=[this,"town","randomup","fortify"] execVM "scripts\upsmon.sqf"; They take off at a jog, go right past the guard post and into the Military offices which are actually outside of my "town" marker and take up positions inside there. I was hoping to get at least a couple of them in the guard posts, something I would very much like to be able to do for the entire base eventually. I thought "randomup" might encourage this behavior but they do the same thing whether I use it or not. Is there a way to get them to favor guard posts and "Military Cargo HQ" buildings with some on the top, rather than the office buildings? Further, sometimes when they go into the Military Offices I can look on my map and see that one, sometimes two or three, will have gone outside too. I go outside and they get tagged in my crosshairs but I can't see them or run into them? Is this something I am doing wrong? Thanks in advance! ---------- Post added at 02:35 PM ---------- Previous post was at 02:32 PM ---------- No other scripts or mods in use. Only UPSMON in a brand new mission with only this in my init.sqf (as instructed in first post): //Init UPSMON script call compile preprocessFileLineNumbers "scripts\Init_UPSMON.sqf"; ---------- Post added at 03:01 PM ---------- Previous post was at 02:35 PM ---------- PS, the second demo mission, "embuscade" is missing some stuff ... something "gorgon"? And won't load. The first one however, is excellent!
  12. oktyabr

    Su-22M4

    VERY nice looking! Can never have too many aircraft :D
  13. oktyabr

    UPSMON Updated to ArmaIII

    Thanks for the answer. That's good to know. I'll have to investigate this some more. I wonder how ASR_AI does it...
  14. Excellent question, #3! I've been using TPW's excellent "park" script for this in single player missions but he doesn't really optimize anything for MP/DED use so this will be a nice addition! One thing I do like about his park script though is that vehicles spawn with a random amount of fuel in them. I haven't been able to test this new script yet to see if it's similar or?
  15. oktyabr

    UPSMON Updated to ArmaIII

    Cool=Azroul13 Have you given any thought to ammunition supply for AI? I know some *other* AI systems will dictate that a LMG unit, for instance, fire full auto as realistic, which is fine... until they are out of ammo. I've always wondered about how feasible it would be (without creating a lot of CPU overhead) to have AI switch to a more conservative ammo use as they begin to run low, perhaps firing more single shots or bursts, and taking more time to increase accuracy. Alternatively it might be a good time for the AI to start to retreat if they are being pressed upon *and* running low of ammo... or... The AI could rearm "smart", like is pulled off in the ASR_AI mod (which I don't use in public missions due to dependency on CBA and mod form, rather than script like UPSMON, which I prefer). AI *should* be able to take compatible ammunition from nearby sources including backpacks of live teammates and dead, boxes, vehicles, etc. Then it would be possible to add in ammunition boxes and have the AI rearm from them as expected. Does UPSMON do any of that already (I haven't seen any AI rearming but that doesn't mean they don't)? Can it be added in while retaining the script format? Or is this out of the scope of what you wish to do with UPSMON? Either way I love your work on it. Thanks very much for making this. :)
  16. oktyabr

    UPSMON Updated to ArmaIII

    Thanks for the update Cool=Azroul13! I'll try fortifying with debugging on this time, maybe in one of your test missions. And thanks for the tip on the countdown waypoint and triggers! Now I have something to experiment with, getting UPSMON reinforcements to show up after a certain time/trigger IF radio tower is not destroyed. :) BTW, are you the maintainer of the UPSMON wiki too? It seems a bit out of date, particularly the dev heaven downloads? http://dev.withsix.com/projects/upsmon/wiki NICE test mission too! :D
  17. oktyabr

    F-35B Lightning II

    Excellent work! Thanks for this! We get the Raptor to complete the set and I'll be a happy man :D
  18. Thanks Swedge! I got to run around on a server for awhile with a couple other guys from my side of the planet. It was a good chance to get familiarized with the key binds and how all the menus work, etc., even if we didn't really get to play. Looking forward to finding a populated server sometime! Do you guys have a Steam group new players could join? It might be a chance to get better coordinated for playing times... although what do I know... I've never used them for such a purpose before. :) ---------- Post added at 05:56 PM ---------- Previous post was at 05:53 PM ---------- I did read this thread with interest too. It would be nice to find a method of scripting missions with variable AO size so if you had less than 10 players on it focused on very tiny AOs until the player threshhold was broken at which time it would jump up the next step in size and so on. I'm not a big BF4 fan but it seems as if that's how they do it (or are there just different sizes to the AO set server side?)
  19. oktyabr

    MOD: NATO Hellcats

    You might also submit it to Armaholic: http://www.armaholic.com And to the Six networks: https://getsatisfaction.com/withsix/...n_requests_pt2
  20. oktyabr

    MOD: NATO Hellcats

    Very nice work, especially considering it's your first! Downloaded it already and plan to fire it up here in the next hour or so :) You might also submit it to Armaholic: http://www.armaholic.com And to the Six networks: https://getsatisfaction.com/withsix/topics/mod_update_or_addition_requests_pt2
  21. oktyabr

    MOD: NATO Hellcats

    Looks awesome! But you might want to post this in "ADDONS & MODS: COMPLETE" :)
  22. Nice shots! They look great with A3's posture system... almost like it was a native A3 expansion :) Can hardly wait for it to be finished... I really want US troops to play with!
  23. So I've been working a fairly simple coop mission and I thought it would be handy to place some AI opfor in guard towers and the such using "this setPosATL" in each of the units init. It worked correctly when I first tried it. Now for some reason they spawn in the correct places but in their underwear??? Stable 1.08 with no mods or scripts. :(
  24. Yeah, being new to scripting I'm not sure what might cause it. I replaced the setPosATL units with the Site "Outpost" module. Does the same thing but easier... and they keep their uniforms on! :D
  25. LOL! Don't let it keep you from doing the good work you are doing ;) From the video I think this one will end up being VERY popular. If you need/want a beta tester let me know! :D
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