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Jigsor

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About Jigsor

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  1. Situation: Team Death match Air to Air Combat. Fight Fixed wing battles or helicopter battles. Fly into the hoop to repair, ream, refuel and heal you and any crew members if they exist. The hoop repositions approximately every minute somewhere around the battle center. Side with the most points within set match time wins. Features: Play in multiplayer alone or with others in dedicated or player hosted server. Great for demoing aircraft from vanilla or any mod pack. Battle center is predefined usually around hilly, mountainous or skyscraper city areas or can be changed to a randomly generated sea battle position for better visibility and performance gain. Your aircraft is crewed with AI so you can switch to say belly or side gunner position if any or pilot at any time. Three lobby parameters which Affect AI scaling. The AI can also just be totally disabled. Scalable AI which is a settable count per player up until a settable number of players join and a hard cap which takes precedence of how many max aircraft can exist in total that includes players and AI aircraft. Auto detection of aircraft from mods which are added to Aircraft vehicle pool. Respawn in flight in random aircraft or predefined aircraft from template near battle area. Aircraft pools can be limited to corresponding native player slotting side or have no regard to side. Generates flak around battle center and periodically in service hoop. Incremental overcast options from 0 to 100. Higher settings will generate more random lightning strikes. Auto Counter Measure lobby option lessen the chance of being hit by lockon missiles and can make battle more challenging. This does not deplete manual fire supply. Black listing and whitelisting supported. Aircraft without weapons are automatically filtered from pool. Several aircraft have predefined loadouts. Loadouts can easily be edited or added into script. View Distance setting is saved into player profile each time its adjusted and recalled each time you play this mission. Simple porting instructions included. Three missions offered in the mission pack. Each is the same mission on a different terrain and a couple of default lobby parameters a changed. Includes: TDM_BMR_Air_Combat.Altis because vanilla / no mods required. TDM_BMR_Air_Combat.clafghan because great performance and best suited for Fixed wing combat of all available Arma terrains due to most massive and realistic mountains. (Can be a struggle to traverse with helis). TDM_BMR_Air_Combat.United_States_H The Seattle map has great performance and best suited for heli battles due to massive sky scrapers. Also provides a nice scenic battle ground for fixed wing battles. Best version overall really. Cons - terrain not compatible with CUP terrains core/maps. Links: Github Mission Pack Lobby Parameter options: ScreenShots: Caveats: Scripts which may be of interest to edit: Enjoy!
  2. Jigsor

    BMR Insurgency

    @Nozzle Hello Nozzle and welcome to the forums. "cannot load texture" error with "bmrflag.paa" This can be ignored. There may be a fix for this but i am unaware of it. To me this is an Arma engine design problem. Why this happens? This happens when a new player who is not the server joins a server running a mission or choosing a mission in mission selection screen wich uses loadScreen command (this mission does). The image is contained in the mission and the mission must first be downloaded successfully in to MPmissions cache in order for the picture to be accessible/viewable. So once the player has the mission this should no longer occur if they play the same mission again. "script vehrespawn.sqf not found" There is nothing actually wrong with this script or script path but probably rather a side affect of missing terrain wich can cause all sort of anomalies. Enoch/Livonia version requires Contact DLC Tanoa versions require APEX DLC The other versions do not require dlcs. At least they never have on our dedicated servers. Also have a look at you latest .rpt when this occurs and have your players look at their .rpt log as well. This will show wich mods and dlcs are actually loaded which may differ from not the ones you thought were loaded.
  3. Jigsor

    BMR Insurgency

    @dunadrian This is the first I've heard about this particular issue. Have you tried to verify integrity of game files through steam? I recommend this first then try to connect to this server with no mods. If it happens again there might be something useful in your .rpt log file. You can send me a link to it and I'll have a look. https://www.battlemetrics.com/servers/arma3/2753090
  4. Jigsor

    BMR Insurgency

    12/7/2019 Update for v1_50 Fixed: All RHS Titled versions affected/mission.sqm change. MHQ_3 (CH53E variants) model sunken into ground due to RHS updated 0.5.0. Change: Internal version number to 1.504 Git hub repositories updated.
  5. Jigsor

    BMR Insurgency

    And another. 10/22/2019 Hot fix for v1_50 Fixed: Recruited AI would get stuck in Base Respawn fortification on Livonia and Rosche Germany. Fixed: Broke Capture and hold Objective in last hotfix (undefined variable). Change: Internal version number to 1.503
  6. Jigsor

    BMR Insurgency

    Hot fix once again for v1.50. Internal version is now 1.502 Hopefully this will be the last edit for 1.50 and next update should be 1.51 which may not be anytime soon. 10/20/2019 Minor Hot fix for v1_50 Fixed: Progression Restoration race condition on dedicated server. Fixed: Progression Restoration on Headless client no longer requires headless clients to Join in progress. Fixed: Delivery Objective Error "waitUntil returned nil. True or false expected". Defaults values added to getvariable. Caused by previous Arma 3 engine update. Fixed: Opfor player's mission would not end if Blufor player count fell below "Playable Opfor" lobby parameter limits. Fixed: Classname typo on Opposing Army IFA3 Wehrmacht playable Bluefor slot's default uniform in Green versions. Fixed: Capture and hold timer could cease prematurely if server has high fps typically when headless clients present. Change: Mine field map markers created by server when player places a mine. Seems to not have affect on Dedicated server.. Change: Internal version number to 1.502
  7. Jigsor

    BMR Insurgency

    Sorry kdjac, will not do. There are enough armaments to deal with any situation in existing UAVs. One of the UAVs even has an anti air missile in pilot seat/control. I've been able to take air out with the dagrs as well. Ive had numerous requests to add this feature in the non UAV fixed wings and helis too. In this case also existing non UAV Air assets have enough variation to cover all situations. Unexploded ordinance/bomblets scatered all across the map would be a nightmare. Creating such a UI in arma is also a nightmare which in my case would require insane effort to make compliance with all supported mod types and weapon pylons. There are a few third party public scripts offered in the forums that you are free to add to the mission if you like. Thanks for playing. Always good to hear positive feedback from long time Arma players.
  8. Jigsor

    BMR Insurgency

    9/9/2019 Hot fix for v1_50 Added: Rpt. Logging of internal mission version (useful for hot fixes and dev builds) currently version 1.501. Mission file name remains 1_50 for ease and simplicity. Fixed: No Respawn mode would respawn player at base if revive timer expired. Now BIS spectate is initialized. Fixed: Potential undefined variable error of deprecated variable Jig_Y_Menu. 2 mission files along with readme/notes.txt updated. Mission pack updated on first page dropbox link. Github Altis build updated. File differences repository update will follow soon.
  9. Jigsor

    BMR Insurgency

    9/1/2019 BMR_Insurgency_v1_50 Built on A3 engine v1.94 Added: Livonia version Added: Rosche Germany version. Added: Anizay version. Added: Anizay CUP version. Added: G.O.S. Song Bin Tanh version. Added: No Respawn mode. No Respawn, only revive. Will spectate with End Game spectator if bled out or respawn forced. After you are revived you can no longer revive others. Does not support ace. Choose one of "Revive System Disabled" lobby options at mission start to activate. Added: Push Vehicle actions to MHQ_1 and MHQ_2 if these vehicles exist and are Ships. Added: View distance for UAV controlled vehicles respects Air and Land settings in Viewdistance UI if set before controlling uav gunner or driver. Added: to objective positioning logic - functionality to remove a small patch of trees and bushes after a few failed attempts of finding clear area to place objectives. Added: CUP_B_MH47E_USA, CUP_B_MH47E_GB, and Contact helis to BTC logistics. Added: to lobby parameter "Opposing Army/Mod Initialization" option and factions support for "CUP Armed Forces of the Russian Federation MSV", "LDF and Spetsnaz", "LDF and Looters" and "Spetsnaz and FIA" Added: Slingloading disabled on static turrets which exist at mission start. Added: Arsenal Closed weapon removal of blacklisted weapons. Added: Damage handler preventing damage to vehicles from non projectiles. Used in objectives and civilian driven vehicles (local to server). Added: Can Float boolean info to Vehicle Reward GUI selection screen. Added: Support for fastroping in Contanct DLC helis. Added: More CUP ejection seats to cleanup. Added: More grid zone markers to St.Kapaulio. Added: Server precautions for new player who causes WARNING: Function 'name' x has no unit error when joining due to bad connection or packet loss. Added: Functionality for conversion of some APCs (Marshall and Gorgon) to turretless and some cases changed cammo skin for use as MHQs. Hemmit MHQs replaced with these APCs. Added: Function to save dawn and dusk times wich is unique to each terrain to variable wich is called by various scripts. Added: Functionality to switch weaponless versioned Strider to blufor version if used for MHQ_1 and/or MHQ_2 and when INS_Blu_side = WEST. Added: Contact DLC vehicles to DLC vehicle restriction bypass. Added: ADR-97s and Contact content to whitelised Arsenal of corresponding sides. Change: Game menu key moved from Y to H and now activates on key release instead of press for optimization. Change: Grid spawned enemy AI will only be equipped with night vision goggles and torches if it is night time for optimization. Change: Hemmit MHQs replaced with turretless Marshall on most maps or turretless Gorgone on some. Change: Avatar Voice spam disabled. Change: Removed all heli crew helmets and non blufor pilot helmets from lists of gasmasks. Added Contact gasmasks. Improved efficiency of poison gas grenade system. Change: Restructured AI related Class name lists from INS_definitions.sqf and eos/UnitPools.sqf wich are chosen based on lobby parameter "Opposing Army/Mod Initialization" have been merged to 1 file, moved to INSfncs\common\fn_AI_unitPools.sqf and commited to memory preinit. Previously these were chosen each time a grid marker was activated. This change allows better performance of grid system and a virtually unlimited number of factions to be defined without a performance hit. Change: Many significant optimization updates to (eos) enemy and civilian grid/spawn systems. Change: Many minor optimization updates throughout code base. Change: Redundant "Ambient Foot Civilians" boolean lobby option removed and can be disabled with existing option "Ambient Foot Civilians Probability". Change: Snow particles surround current camera instead of player object. Change: Updated mod support/class names for RHS, CUP, Project OPFOR and OPTRE. Fixed: widthRailWay popup errors wich occured when CAS GUI map was opened. Caused by Arma 3 engine update 1.90. Fixed: Script error in bullet cam introduced with Arma 3 engine update 1.94. Fixed: Minor Issue, Heli Group Extraction did not fly away after drop off in dedicated environment. Fixed: Task notifications could fail between death and respawn events. Fixed: Supply Convoy task could hang on cleanup. Fixed: Bastion was missing faction parameters. 43 versions in mission pack now in dropbox link on first page
  10. Jigsor

    BMR Insurgency

    Just a heads up, We are in the final testing phase of v1.50 and the mission pack should be out in maybe 2 to 3 days hopefully. It will include the new Livonia/Epoch version and new Rosche, Anizay and G.O.S. Song Bin Tanh versions. GM version did not make it into the update. After this update gets pushed I'll be releasing and new TDM Dog Fighter mission project I've been working on on the side In a separate release if anybody is interested. Good to hear Normal Norm, love your channel and the vids.
  11. Jigsor

    BMR Insurgency

    So I assume its working then? I've seen no problems with saving since v1.49. Good edit of default option/behavior. My glow friend approves?
  12. Jigsor

    BMR Insurgency

    Hello Genneo, this mission only supports saving gridzone marker status and nothing else between mission restarts. By default this is disabled . To enable set lobby parameter option 38. Enable Progression Saving and Restoration? options = No, clear progression if any is saved, Yes, save mission progression and restore if any is saved, Yes, save mission progression and clear progression if any is saved The options in lobby will not stat saving until one objective has been completed (succeeded or failed). Also manual save can be done at any time from briefing admin menu.
  13. Jigsor

    BMR Insurgency

    No problem victor87. Linux dedicated server should not be a factor in this. If you could send me the dedicated server rpt with Debug lobby option disabled and "define _debug true" in scripts\ghst_PutinBuild.sqf when this problem occurs then I might be able to trace the problem.
  14. Jigsor

    BMR Insurgency

    public scope content: private scope content:
  15. Jigsor

    BMR Insurgency

    Definitely will be making this version. At this point its to early to start though. We need updates first. 100x100 map grid is missing. Tanks fall through the ground Aircraft not yet released and several other bugs. Vehicle wise there are 10x more locked/private scope vehicles available which are incomplete then there are unlocked/public scope. There are some private scope infantry which might be nice to have as well. All this will make mission makers job easier and not require some many do overs, fixes and amendments so I am not rushing this one.
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