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brightness

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Everything posted by brightness

  1. Sorry for bumping this... Hows the new update on going? :) As you see my current unit (UKSF) are kindly waiting for this amazing up coming update :) As we enjoy using this Ridgeback in CQC rather than the Jackal :D Due of its disadvantage in CQC :P
  2. Hey lads, Currently I am setting up my new unit server as we bought a good dedicated server but as I really don't know arma2 settings fiddle I thought about asking here :), Would be good if I had some explanation what each setting did and how to calculate it too. SPEC of the dedi - CPU Type AMD Opteronâ„¢ 3280 Quantity Octo-Core Clock Rate 8x 2.4 GHz Main Memory Capacity 16 GB Type DIMM (DDR3) Hard Disks Quantity 2 Capacity 2,000 GB Type SATA II, 7,200 rpm, 8 MB RAID RAID 1 by software Network Data Transfer unlimited Type Flatrate Switch Port 100 MBit External Connections over 150 GBit OS:Windows 2008 My current settings (Nothing changed expect bandwith) MinBandwidth=50000000; MaxBandwidth=100000000; MaxMsgSend = 1024; MaxSizeGuaranteed = 1024; MaxSizeNonguaranteed = 64; MinErrorToSend = 0.0040000002; MaxCustomFileSize=0; Thanks for any help I get :)
  3. Alright, thanks for the link - Read it through and hopefully I got a correct set up :)
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    RQ-11 Raven A

    He never complained, he asked for help - Read before being an ass to the person. As for the rest - Yes make it compatible for Ace due most units that would find it useful as many would use it are using ACE.
  5. Xeno posted a solution, ^At ace thread
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    ACE for OA 1.13

    Thanks Xeno :) Thanks a lot!!
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    ACE for OA 1.13

    I was told to post questions regarding ACE (Even map scripting).. Well here is my issue, I am trying to script wise create gas which I can by using the classname (Yay) but here is my issue - When the gas comes out it doesn't effect anyone for some reasons its just pure smoke and after looking it up it seems that you need to use a special callback to "activate" it .. Is there any chance anyone know what it is?
  8. Done that, and it doesn't really work for some retarded reason :S
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    CS Gas trigger ace

    Found this, http://forums.bistudio.com/showthread.php?99247-how-to-make-CN-Gas-by-trigger&p=1750937&viewfull=1#post1750937 meanwhile I was googling on same stuff that u were looking for ^^, if this work - I'll re edit my post or post that it worked =) Regards, Alwandy
  10. Sadly this function doesn't work :( (I know, I read it wasn't sure if it was working) but it could been a day saver for most Units new pubbers - Just having TS open then go to an box and press "Join ts" :) Good update thought!
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    Hell in the Pacific MOD

    Always nice releases HiP team! //Alwandy
  12. How to make a vehicle? Found lots of parts
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    EOD Mod

    I rather see this being implemented or reeving permission from Reezo to allow me modify his MOD to enable this suggestion, Well basically - Every IED is disable able in any way, Satchel charge or a .50 fire onto it of course. But sadly enough there isn't an "realistic" disarm type, Cutting wires or an action menu to disarm IED. The system could be easily done made as it only requires few lines and to check when you rand a number and number is below 33 (33% chance the bomb will not detonate while disarming hand by - or something like that) - You make the bomb go away or boom :) ^That is my suggestion. Hopefully Reezo will make an update into this!
  14. Vehicle parts - Fully working??
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    ASR AI Skills

    Na' I fixed it, the add-on wasn't being read correct fully.
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    ASR AI Skills

    [quote=Robalo;2116920 @brightness: Those TK_ units should already be level 6 so no need to add them there. Best to keep that list minimal for performance considerations. Check Jedra's data to see what level each unit is (cheers for that mate !). That is the thing! They are shooting me with a 50 cal in perfect hit when I am flying over 2 clicks with a average speed of 260km/h which I consider is a bit overrule :S Ideas? Maybe it isn't reading userconfig properly?
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    ASR AI Skills

    I know its either me who is retarded or the ASR AI isn't working properly but basically whats happening for me is this - Recent days after I implemented the system to the server I've noticed the AI shooting me in a range of 2 clicks and not on ground neither, I am in a VENOM flying around 2KM above air in 265KM/H speed and they still can't resists firing a regular TECHNICAL 50.cal and fully hit me in cockpit in sideways as not using SMOKE or grenades but also not using RPG(Well they do but its RARE event) into vehicles / air. I am using default Configs and the unit types are Takistanian GUE with ACE. Ideas? I kinda made a new "config" file but I don't know if it would work at all, /* ASR AI settings this file must be found in <game folder>\userconfig\asr_ai\ for most settings, 0 = disabled, 1 = enabled All config entries are turned into global variables following a standard naming scheme. For example: asr_ai_sys_airearming_feature = getNumber (configFile >> "asr_ai" >> "sys_airearming" >> "feature") Mission makers can control these features by setting these global variables in init.sqf or by setting a similar class in description.ext */ class asr_ai { class sys_airearming { feature = 1; // All the other settings of this class matter only if we have 1 here run = 1; // Enable rearming at mission start radius = 50; // Rearming search radius - how far will AI go to grab stuff civ = 0; // Civilians will try to arm themselves sidearm = 1; // Units will take handguns binocs = 1; // Units will take binoculars // List of secondary weapons that any unit may take. Other launchers not in this list will only be picked by specialists launchers[] = { "M136","RPG18","cwr2_AT4","cwr2_LAW","cwr2_RPG75", "ACE_M136_CSRS","ACE_M72A2","ACE_M72","ACE_RPG22","ACE_RPG27","ACE_RPOM","ACE_RSHG1","ACE_RMG" }; // List of frag grenades that units will look for grenades[] = { "HandGrenade","HandGrenade_West","HandGrenade_East","BAF_L109A1_HE","ACE_DM51","ACE_DM51A1" }; // List of smoke grenades that units will look for smokes[] = { "SmokeShell","SmokeShellRed","SmokeShellGreen","SmokeShellYellow","SmokeShellPurple","SmokeShellBlue","SmokeShellOrange", "ACE_M34","ACE_RDG2","ACE_RDGM","ACE_DM25","ACE_DM31","ACE_DM32","ACE_DM33","ACE_DM34","ACE_DM36","ACE_M15" }; }; class sys_aiskill { feature = 1; // All the other settings of this class matter only if we have 1 here civ = 0; // Enable advanced skills for civilians radionet = 1; // AI groups share known enemy locations over radio radiorange = 600; // Maximum range for radios nightspotting = 0.2; // Spotting range night reduction coeficient gunshothearing = 1; // Gunshot hearing range coefficient (applied to shooter's weapon sound range; 0 will disable the feature) // If using the JSRS sound mod, set it to 2-3 because of the scripted long range sounds, the limit is 500m for all weapons in the config buildingSearching = 0.8; // Chance the AI group will search nearby buildings when in combat mode (0 to 1 values, 0 will disable the feature) buildingSearchingAlwaysUp = 1; // Force UP stance (value: 1, default) when doing the house search or let AI choose automatically (value: 0) throwsmoke = 1; // AI throws smoke when hit join_loners = 1; // Groups left with only one unit merge with nearest group of the same side or faction (1-enabled, 0-disabled) join_loners_sameFaction = 0; // Single units will only join groups of the same faction, if join_loners = 1 above (1-faction, 0-side) serverdvd = 1; // Dynamic dedicated server viewdistance adjustment setskills = 1; // Configure AI skills based on their unit type (faction, training etc.) setskills_debug = 0; // Log skill assignments to RPT /* Units are classified into skill sets between 1 and 10 By default, a lower level number means a better skilled unit Levels 8-10 are special: - 8-9 are for pilots, very good by default, but some of their skills are now automatically reduced when they leave the aircraft (accuracy, courage) - 10 is for trained snipers */ class sets { // only classes of arrays under this class level_0 { // perfect (only used for testing) aimingAccuracy[] = {1.00, 0.00}; aimingShake[] = {1.00, 0.00}; aimingSpeed[] = {1.00, 0.00}; spotDistance[] = {1.00, 0.00}; spotTime[] = {1.00, 0.00}; endurance[] = {1.00, 0.00}; courage[] = {1.00, 0.00}; reloadSpeed[] = {1.00, 0.00}; commanding[] = {1.00, 0.00}; general[] = {1.00, 0.00}; units[] = { // add class names to this to override their default (or inherited) skill set }; }; class level_1 { // sf 1 aimingAccuracy[] = {0.40, 0.20}; // skilltype = {<min value>, <random value added to min>}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.80, 0.20}; courage[] = {0.80, 0.20}; reloadSpeed[] = {0.80, 0.20}; commanding[] = {0.80, 0.20}; general[] = {0.80, 0.20}; units[] = { "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a" }; }; class level_2 { // sf 2 aimingAccuracy[] = {0.35, 0.20}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { "ibr_mutant" }; }; class level_3 { // regular 1 aimingAccuracy[] = {0.30, 0.20}; aimingShake[] = {0.30, 0.20}; aimingSpeed[] = {0.45, 0.20}; spotDistance[] = {0.55, 0.30}; spotTime[] = {0.30, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des", "bink_usmc_scout_des","bink_usmc_scout_l_des", "rb_teamleader" }; }; class level_4 { // regular 2 aimingAccuracy[] = {0.25, 0.20}; aimingShake[] = {0.25, 0.20}; aimingSpeed[] = {0.40, 0.20}; spotDistance[] = {0.50, 0.30}; spotTime[] = {0.25, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_bodyguard" }; }; class level_5 { // militia or trained insurgents, former regulars aimingAccuracy[] = {0.20, 0.20}; aimingShake[] = {0.20, 0.20}; aimingSpeed[] = {0.35, 0.20}; spotDistance[] = {0.45, 0.30}; spotTime[] = {0.20, 0.20}; endurance[] = {0.40, 0.20}; courage[] = {0.40, 0.20}; reloadSpeed[] = {0.40, 0.20}; commanding[] = {0.40, 0.20}; general[] = {0.40, 0.20}; units[] = { "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab" }; }; class level_6 { // civilians with some military training aimingAccuracy[] = {0.15, 0.20}; aimingShake[] = {0.15, 0.20}; aimingSpeed[] = {0.30, 0.20}; spotDistance[] = {0.40, 0.30}; spotTime[] = {0.15, 0.20}; endurance[] = {0.30, 0.20}; courage[] = {0.30, 0.20}; reloadSpeed[] = {0.30, 0.20}; commanding[] = {0.30, 0.20}; general[] = {0.30, 0.20}; units[] = { "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102", "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195", "ibr_rebel206","ibr_rebel217", "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic", "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7","TK_GUE_Bonesetter_EP1","TK_GUE_Soldier_2_EP1","TK_GUE_Soldier_3_EP1","TK_GUE_Soldier_4_EP1","TK_GUE_Soldier_5_EP1","TK_GUE_Soldier_AAT_EP1","TK_GUE_Soldier_AA_EP1","TK_GUE_Soldier_AR_EP1","TK_GUE_Soldier_AT_EP1","TK_GUE_Soldier_EP1","TK_GUE_Soldier_HAT_EP1","TK_GUE_Soldier_MG_EP1","TK_GUE_Soldier_Sniper_EP1","TK_GUE_Soldier_TL_EP1","TK_GUE_Warlord_EP1","TK_GUE_Warlord_EP1","TK_INS_Soldier_2_EP1" }; }; class level_7 { // civilians without military training aimingAccuracy[] = {0.10, 0.20}; aimingShake[] = {0.10, 0.20}; aimingSpeed[] = {0.25, 0.20}; spotDistance[] = {0.35, 0.30}; spotTime[] = {0.10, 0.20}; endurance[] = {0.20, 0.20}; courage[] = {0.20, 0.20}; reloadSpeed[] = {0.20, 0.20}; commanding[] = {0.20, 0.20}; general[] = {0.20, 0.20}; units[] = { "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7" }; }; class level_8 { // pilot 1 aimingAccuracy[] = {0.40, 0.20}; aimingShake[] = {0.40, 0.20}; aimingSpeed[] = {0.55, 0.20}; spotDistance[] = {0.65, 0.30}; spotTime[] = {0.40, 0.20}; endurance[] = {0.60, 0.20}; courage[] = {0.60, 0.20}; reloadSpeed[] = {0.60, 0.20}; commanding[] = {0.60, 0.20}; general[] = {0.60, 0.20}; units[] = { }; }; class level_9 { // pilot 2 aimingAccuracy[] = {0.35, 0.20}; aimingShake[] = {0.35, 0.20}; aimingSpeed[] = {0.50, 0.20}; spotDistance[] = {0.60, 0.30}; spotTime[] = {0.35, 0.20}; endurance[] = {0.50, 0.20}; courage[] = {0.50, 0.20}; reloadSpeed[] = {0.50, 0.20}; commanding[] = {0.50, 0.20}; general[] = {0.50, 0.20}; units[] = { "ibr_arl_pilot" }; }; class level_10 { // sniper aimingAccuracy[] = {0.75, 0.20}; aimingShake[] = {0.75, 0.20}; aimingSpeed[] = {0.60, 0.20}; spotDistance[] = {0.70, 0.30}; spotTime[] = {0.75, 0.20}; endurance[] = {0.70, 0.20}; courage[] = {0.70, 0.20}; reloadSpeed[] = {0.70, 0.20}; commanding[] = {0.70, 0.20}; general[] = {0.70, 0.20}; units[] = { }; }; };//sets };//sys_aiskill }; Basically adding the TK people into UNITS.
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    German Forces next Generation

    My sweet little pony, once again Schröder you do a awesome work.
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    Arma2MySQL

    Alright i'm back on tracks now (Been inactive since school start), First of all - Jman & FIREFLY NICE UPDATES Since I've been gone! Thanks a lot.. I will try pushing out some of my ideas soon enough I got my eyes set in the updates and needing.
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    Dedicated Server RPG

    That is a security issue - SURE but that is something hard to do as you need to know the correct QUERY to do the action (Definer ^^) which u see in the .sql file. But once again as I learned from my teacher "Nothing is ever secure, not even FB"
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    Dedicated Server RPG

    Meanwhile your lads discussing about a RP scripting, how about get smarter and use MYSQL? Which I used in my times when I scripted a GTA SA RP Server..
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    Arma2MySQL

    I was thinking about making the loadout system in SQL as I am working on a armoury system for my community with currency system which is still under progress but what my idea was that adding the weapons in a table and print it out in a box, example:
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    Arma2MySQL

    I confirm that, its been running smooth. JMAN I was thinking about implement in the PDB UCP a way for the admins to insert guns into their database where the player can select his gear. Sounds good??
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    JayArma2Lib

    Shall I run this on the mod line for the server or its only client sided?
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