Jump to content

BL1P

Member
  • Content Count

    1052
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by BL1P

  1. BL1P

    Mod Collections

    Multiplayer Coop with :- Server settings Elite+ Mods :- CBA StHud (with STGI removed ) StStamina Acre jayarmalib
  2. Yer the after looks as it should be.
  3. BL1P

    addon to help with the server

    Good is name mission CTI for this do is much similar to ask what you did.
  4. BL1P

    BIS' New Game Launcher

    Just wondering does the launcher allow for placement of mods in a different drive ? If for example I have a small SSD for arma but use a separate drive for all mods because of space would the launcher allow this ?
  5. Elite modified :- Sever profile class mercenary { class Flags { HUD=0; AutoSpot=0; cameraShake=1; WeaponCursor=0; DeathMessages=0; NetStats=0; VonID=0; }; skillFriendly=1; skillEnemy=0.69999999; precisionFriendly=0.99999994; precisionEnemy=0.45999998; aiLevelPreset=3; skillAI=1; precisionAI=0.30000001; }; }; We also run scipts in the missions to increase the difficulty because some features are not editable via the settings in the server profile difficulties. setViewDistance #; (depends on mission) setObjectViewDistance #; (depends on mission but generally 100 higher than view) setTerrainGrid 3.125; (always high because the grasslevel effects the topographical elements of the terrain IE floating barriers and rocks on hill crests ) shift click waypoints removed Because some vehicles still aloow its use even if disabled in the porfile onMapSingleClick "_shift"; Removing Player calling out targets he can NOT see. Should be AutoSpot=0 but that is not working in MP still so. :- enablesentences false; //placed in each playable units init We ask all players to disable radio subtitles aswell because you cannot turn this off in anyother way in Arma3 atm. We Disable the move map to player button on the map. // move map to player pos disabled script by larrow h = [] spawn { disableSerialization; while {true} do { waitUntil { visibleMap }; _display = uiNamespace getVariable "RSCDiary"; _ctrl = _display displayCtrl 1202; _ctrl ctrlEnable false; _ctrl ctrlsettextcolor [0,0,0,0]; _ctrl ctrlSetTooltip ""; _ctrl ctrlCommit 0; waitUntil { !visibleMap }; }; }; We do many more in mission tweaks but these are the main ones which should be in the server profile settings along with gamma and brightness locks.
  6. @whisper But I am an elite soldier in all games I should be able to carry my medKit, 4 missiles, 25 mags wearing a sniper uniform and using my sniper rifle after flying out to the AO :p Yours --==ConsolePlayerElite101==-- @OP : Nope
  7. I know about top right toggle callsigns. thing is, it was still hit and miss in MP if it would work or not it worked 1 time out of 5 tests. I will get around to signing up on the bug tracker at some point. EDIT : added all to tracker :P
  8. Looks around all confused wondering if this is the Dayz forum :)
  9. Hello again :) I have some bug reports and/or Questions. If its ok with you Im gona ask them here because Im too lazy to sign up for the bug tracker. 1. Is it normal that the only difference between a normal soldier and a medic is that the medic gets more textual information when using the medical module ? 2. When using the Command Module with the tablet MP players dont always have a Callsign even when using the add callsign module synced to the players in editor. 3. When using the backblast module a player took massive damage from the backblast of his own rocket in a building but his model had no damage effects (blood and slow walk) only the scripted damage for the medical module in the GUI. 4. When adding the tablet to the VAS ammo box it gives a cfgWeapons error. (the first tablet CC_m_tablet i think its called) 5. When using the medical module - with no instant death set and all other options as default - A player was hit in chest for a test - while unconscious with no pulse the players body went into ragdoll death animation(as he was hit) - When medic then attempted to carry the uncon player the players model was duplicated. when this duplication was released (droped) and the medic did carry on the still uncon player model it duplicated again. All duplications where using unconscious idle anims and could be killed. 6. When a vehicle is synched to the Medical Facility module and it respawns the vehicle looses the Medical Facility option. 7. Is it intentional that BI firstAidkit and MedicalKit and Medical Vehicle Heal override the CSE medical system ? 8. When you only have 1 Personal First Aid in your inventory it does not get removed when used. If you have 2 or more when used 1 gets removed until you only have 1 in inventory which then seems infinite. (if your medic or not). 9. When being carried then dropped. When you are dropped you sometimes get stuck in an animation whereby your legs are static on the ground but your torso can move. Sorry if any of these question or reports are stupid and or my mistakes. P.S really liked the mod looking forward to it coming out of alpha.
  10. BL1P

    Patch 1.24 (Bootcamp Update) Feedback

    2511 hours here keep playing m8 ya might catch up :)
  11. BL1P

    Patch 1.24 (Bootcamp Update) Feedback

    Indeed :) Yes I look forward to an official weapon rest DLC, most of the modded ones I have tried are not quite right. They either reduce the sway way too much or allow you to move too far and/or too fast while weapon is rested. (CSE is about the best Ive tried although the sway reduced is too much too quick for me). Yes I too like the direction BI is taking with this update.
  12. BL1P

    Patch 1.24 (Bootcamp Update) Feedback

    Enjoying the update. Interested in the force difficulty for scenarios anyone know more info on this ? Worst thing about the update :- It didnt fix some of the most annoying bugs from my point of view. Best thing about the update :- Watching all the Sniper-Pilot-At-Medics cry because they are too heavy now :)
  13. Hello the MOD looks cool. I was wondering about the modular system you have in place where you state "These game-play features all come in modular form". I see only one key for the server. Does this mean if we chose to not use certain modules people would still be able to join our server with those modules on ? If so would it be possible to release keys for each module? So we could limit our server to only the modules we wished used. Yours BL1P
  14. BL1P

    Range Tables for Mortars

    What are you trying to accomplish there Grumpy m8 ? I dont understand where your getting _target from. and does _target mean your not using indirect fire ? Afaik the OP was attempting to give us range tables for artillery when using MANUAL INDIRECT fire, creating a script that simulates the artillery comp kinda defeats the objective no ? @Beastcat create a mod that has the tables for all Artillery on pieces of paper we can read ingame that would be cool m8 or wait for ACE3 :)
  15. I made a small server benchmark mission based on amount of AI created and server fps. (initial script was by DarkWanderer) I think it would be fun to run a mini competition to get results back from server admins and the like. This is the mission AIServerBenchmark Download :- https://github.com/BL2P/AIServerBenchmark/archive/3.zip There is a folder in the zip with the mission pbo and there are the mission files in the zip too. It has a few params but if you run it without altering anything it will run untill it creates 1000ai or it reaches < 45fps on the server. Would be good if you can post a screen shot of your ASM monitor as well as the rpt settings stuff Ill get the ball rolling with our community server. http://i.imgur.com/a0kU8Ul.jpg Version 1.22 Stable. FPS LIMIT ON" SPLITAI OFF" HEADLESSON = false" FPSLIMIT = 45" TIME PER UNIT = 0.05" AI PER BATCH = 25" BATCH TIME = 7.5" MAX TOTAL AI = 1000" so 750ai created with fps limit on at 45 beat that :) Server specs :- The mission will also do things like run benchmarks on Server and HC with AI amounts and also split AI 50/50 between Server and HC.
  16. BL1P

    Range Tables for Mortars

    Nice keep up the good work !
  17. BL1P

    Legal discussion regarding Steam Workshop

    Yer making mods pay to use is a shit idea and this thread proves it.
  18. BL1P

    Arma 3 IS NOT "Military Simulator" genre

    What's in a name? that which we call a rose, By any other name would smell as sweet ! :p
  19. I am not very good at this code stuff but something like this might work. And if your lucky someone smarter might show where I went wrong :) while {true} do { clean = true; { if (side _x == east) then { while {clean} do { if ("smokeShell" in magazines _x) then {_x removeMagazines "smokeShell"}; if ("smokeShellRed" in magazines _x) then {_x removeMagazines "smokeShellRed"}; If !("smokeShell" in magazines _x) && !("smokeShellRed" in magazines _x) then {clean = false;}; }; }; } foreach allunits; sleep 2; }; Change the side _x == east to what ever side the faction is And add the other smokes if needed. haven't tested just trying to help a bit. Also you might want to ask these questions in the Editing section :)
  20. BL1P

    Legal discussion regarding Steam Workshop

    O right I see thanks. How would anyone be able to tell if the scripts where copied or not? surely the scripting language is the same add in a few //Created by me and remove the //Created by him stuff and who could tell who wrote what ? I just find it hard to see how something like this can be monitored by steam. "Honest I didn't copy the scripts" kinda hard to prove otherwise.
  21. BL1P

    Legal discussion regarding Steam Workshop

    CTI is a good example. Originally by Mike Melvin then Cleanrock(ofp) then Benny and BIS(a2/oa) now on steam workshop by quite a few others(a3). Should these others be able to charge for their version ? Doesn't the IP in this case belong to Mike Melvin ? I know its a mission but quite a few mods I have seen released of late could easily be mission scripts rather than separate mods.
×