Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

samatra

Member
  • Content Count

    652
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by samatra

  1. Snowmans are now in form of green half-transparent cubes. They can be found in open spaces around Chernarus and Takistan. ---- (Reposting a video so people can see that UAV flies perfectly fine)
  2. Thank you, though the only thing required to play Wasteland is server filter setting :) Always keep in mind that there is plane in the sky. Main purpose of it is to counter players that got armored vehicles and aircraft. UAV is not bugged, it just behaves differently from other planes, you need to get used to its controls. Will consider about disabling loading in while holding such objects, thanks for idea. Unfortunately it is a game engine limitation, nothing can be done about it. ---- Here is a small vid demonstrating Pchela-1T flying and fighting capabilities
  3. UAV is fairly easy to fly, just don't steer nose up before you get enough speed. You might try flying it in editor. You don't get any reward to taking down Su-25 (how would you define a who did a takedown anyway?). Su-25 is fairly easy to take down with enough MG (M2, DShKM, KORD) fire, it takes 20 minutes longer for Su-25 to respawn each time you take it down (20 minutes first respawn, 40 minutes next, then 60 minutes, etc.) JSRS and CBA should be allowed on servers thought I wouldn't recommend to use it since it aids towards script lag (longer time for menus to open, icons lag, etc.) So here is full list of changes (it was small update): 1) AI Su-25 on all maps 2) More "snowmans" (green prize cubes) on map (was 1, now 5) 3) Fixed fuel can refuel on Takistan 4) Locality change when lifting vehicle with helicopter (should no longer blow you up\teleport vehicle when you drop it off heli) 5) Pchela in gun store (fires MG and anti-tank rockets which can lock on target but steer only a little making it difficult to hit moving targets)
  4. samatra

    [MP/Team] Sa-Matra's Wasteland

    Hey guys, updated the server, missions are not should be fixed-fixed (damned serverTime bug that still isn't fixed from A2), rebalanced gun store prices a bit, lowered pickup radius. About gun store, you just need to aim at seller himself and menus will appear in mousewheel menu.
  5. samatra

    [MP/Team] Sa-Matra's Wasteland

    Thanks for feedback, i'll try to balance the gun store.
  6. samatra

    [MP/Team] Sa-Matra's Wasteland

    Yeah guys server freezed, only admin was able to restart it through rdc. Server is up again now.
  7. Hi. Server freezed, can't restart it myself, waiting for admin to do it. (Should happen in few hours from now)
  8. samatra

    [MP/Team] Sa-Matra's Wasteland

    Thanks for feedback. #1 is technical limitation in the game, nothing I can do here unless developers will add more scripting commands: http://feedback.arma3.com/view.php?id=5414 There is even a note that warns you about this in gun store. #2 is general bug with ArmA 3 inventory that only BIS can fix, nothing I can do from mission standpoint.
  9. samatra

    [MP/Team] Sa-Matra's Wasteland

    Thanks for feedback, lets try to disable few things and see if it will affect your FPS. Test 5 with these changes will be available today or tomorrow (after next server restart).
  10. Unlikely, try it with and without beta patch
  11. Make sure you don't run any addons
  12. samatra

    [MP/Team] Sa-Matra's Wasteland

    Hi Adanteh. Vehicle randomization is already in game (for Offroads and ATVs). Vehicle store is planned as well as soon as there will be more vehicles in the game.
  13. samatra

    [MP/Team] Sa-Matra's Wasteland

    Try to play again and see if same problem will appear again. If it will I'll try to disable few things on client-side and let you know to see if it will affect the problem.
  14. samatra

    [MP/Team] Sa-Matra's Wasteland

    Apparently its some kind of problem with game itself, when you move mouse game recalculates what you see, maybe there is a bug with this.
  15. Thanks, we will keep you in mind when we will offer our mission for hosting. ---- ArmA 3 Wasteland thread: http://forums.bistudio.com/showthread.php?154610-MP-Team-Sa-Matra-s-Wasteland We are underground testing right now, please join in and help us with playtesting
  16. Hi. Thanks for playtesting. Mission is still in stage of testing, apparently cleanup broke and lots of bodies\vehicles didn't delete as they should. Manually fixed it for now, going to update and fix it in future.
  17. Hi. ArmA 3 Wasteland will either be semi-closed (but more easily available than A2 Wasteland right now) or fully open, I did not decide yet.
  18. This is what I've been busy with since A3 alpha release. Coming soon.
  19. samatra

    Competition: '2013 World Arma Photo'

    So screenshot must to be from war photographer point of view?
  20. I've decided to release my script that creates chain of walls with different settings. Originally created after help request from other member. Script is free to be used and modified with mention of original author left intact Function code fn_createWallChain.sqf: /* File: fn_createWallChain.sqf Author: Sa-Matra Description: Function creates chain of objects (walls) from specific pos with supplied array of relative angles. Example: _walls = ["Land_fort_bagfence_long", 1.5, getPos player, [0, 90, 90]] execVM "fn_createWallChain.sqf"; Parameter(s): _this select 0: string, Wall class name _this select 1: float, Wall length divided by 2 _this select 2: array, PositionATL of first wall _this select 3: array, List of angles where each angle is relative to angle of previous wall _this select 4: array (optional), List of settings strings. Possible strings are "NO_FIRST" which will not create first wall in the chain and "FLIP_WALLS" to flip all walls the other way Returns: Array of created objects */ if(typeName(_this) != typeName([])) exitWith { diag_log format ["Wall chain script error :: Supplied argument is %1, expected %2", typeName(_this), typeName([])]; }; if(!(count(_this) in [4, 5])) exitWith { diag_log format ["Wall chain script error :: Supplied array length is %1, expected 4 or 5", count(_this)]; }; private ["_class", "_w", "_pos", "_angles", "_no_first", "_flip_walls"]; private ["_new_pos", "_angle", "_edge_pos", "_obj", "_objs"]; _class = _this select 0; // Wall classname _w = _this select 1; // Length of the wall divided by 2 _pos = _this select 2; // Initial wall position _angles = _this select 3; // Array of angles relative to previous angle _no_first = false; _flip_walls = false; if(count(_this) == 5) then { if(typeName(_this select 4) != typeName([])) exitWith { diag_log format ["Wall chain script error :: 5th argument is %1, expected %2", typeName(_this select 4), typeName([])]; }; _no_first = "NO_FIRST" in (_this select 4); // Do not create first wall _flip_walls = "FLIP_WALLS" in (_this select 4); // Flip all walls }; _new_pos = _pos; _angle = nil; _objs = []; _is_first = true; { if(isNil{_angle}) then { _angle = -90 + _x; } else { _is_first = false; _edge_pos = [(_new_pos select 0) + (_w * cos (_angle * -1)), (_new_pos select 1) + (_w * sin (_angle * -1)), _new_pos select 2]; _angle = _angle + _x; _new_pos = [(_edge_pos select 0) + (_w * cos (_angle * -1)), (_edge_pos select 1) + (_w * sin (_angle * -1)), _new_pos select 2]; }; if(!_no_first || !_is_first) then { _obj = createVehicle [_class, _new_pos, [], 0, "CAN_COLLIDE"]; _obj setPosATL _new_pos; _obj setDir (if(_flip_walls) then {180 + _angle} else {_angle}); _obj setVectorUp (surfaceNormal getPosATL _obj); _objs = _objs + [_obj]; }; } forEach _angles; _objs Or here: http://pastie.org/pastes/5580626/text How to use it: Compile the script: fn_createWallChain = compile preprocessFileLineNumbers "fn_createWallChain.sqf"; and then call it [... arguments ...] call fn_createWallChain; Examples: Create earthen rampart curve Code: fn_createWallChain = compile preprocessFileLineNumbers "fn_createWallChain.sqf"; ["Land_fort_rampart", 5, [10355, 8643, 0], [0, 20, 20, 20, 20, 20]] call fn_createWallChain; Create concrete walls box Code: fn_createWallChain = compile preprocessFileLineNumbers "fn_createWallChain.sqf"; ["Concrete_Wall_EP1", 1.2, [10355, 8643, 0], [0, 0, 0, 90, 0, 0, 0, 0, 0, 0, 90, 0, 0, 0, 0, 0, 0, 90, 0, 0, 0, 0, 0, 0, 90, 0, 0]] call fn_createWallChain; Randomized tank traps lines Code: fn_createWallChain = compile preprocessFileLineNumbers "fn_createWallChain.sqf"; _angles = []; for "_i" from 0 to 20 do {_angles = _angles + [-20 + random 40];}; ["Hedgehog", 2, [10335, 8643, 0], _angles] call fn_createWallChain; _angles = []; for "_i" from 0 to 20 do {_angles = _angles + [-20 + random 40];}; ["Hedgehog", 2, [10355, 8643, 0], _angles] call fn_createWallChain; _angles = []; for "_i" from 0 to 20 do {_angles = _angles + [-20 + random 40];}; ["Hedgehog", 2, [10375, 8643, 0], _angles] call fn_createWallChain;
  21. Last dev updates completely changed self-healing animation and removed old AinvPknlMstpSlayWrflDnon_medic animation which was extremely useful. I suggest to include both new and old animations. Ticket: http://feedback.arma3.com/view.php?id=7155
  22. Guys please direct your teamkill\rule breaking reports to admins in Teamspeak, there always should be somebody to help you. ---- Time for responses again. If you are still banned, please drop me a PM, we'll sort it out Exactly 10 seconds, right? Then it should be R3F. Thanks for report, you are second person that experiences it, I'll try to address the problem. Day\night is still being worked on, we are trying to find best balance between day and night at the moment. You will be able to disable yellow filter in near future. Yeah that's because of amount of objects in the mission. There are roughly 600 cars at the same time on the map as well as over 1500 movable objects. We are trying to balance this. Definitely will be possible somewhere in future. Good point, this is already planned Please email to [email protected] with all the details, our sysadmin will reply back to you with our terms and explainations. Are you using JSRS by any chance? It causes these problems because of amount of script threads it creates. Fog is random. Though I'll try to tweak it little bit more What about players numbers? Another thing is that there have been lots of cheater attacks recently, they even manage to break server-side scripts so much that everyone spawns as seagulls. We are banning tens of cheaters daily yet they manage to mess servers up sometimes. Lots of desync is caused by cheats as well from our observations. Will address fog again today. Teleporting because of untowing being worked on, it is locality issue (getting on driver of towed vehicle before untowing eliminates possibility of vehicle disappearing\teleporting back) If possible try to fraps it and report to admins in TS, if it is cheating business, we'll get it sorted. Various reasons, main is balance is proper cheaters control as well as mission being generally unstable and unfinished. We'll go public eventually. For now you can drop your machine details to [email protected] and our sysadmin will explain our terms to you.
  23. We've met a problem with server hosters impersonating our servers by using exact name and even exact mission name (while obviously they run something different). Is there any kind of support from BIS or Gamespy for these kind of situations, problem is getting bigger as more and more servers unable to attract players by normal means start to use our names and mission names including our domain name. Example of this: Our server: http://arma2.swec.se/server/data/353914 Impostor: http://arma2.swec.se/server/data/361144
  24. Classname: _classname = typeOf player; Weapons & Magazines: http://community.bistudio.com/wiki/weapons http://community.bistudio.com/wiki/addWeapon http://community.bistudio.com/wiki/magazines http://community.bistudio.com/wiki/addMagazine http://community.bistudio.com/wiki/removeAllWeapons
  25. Also keep in mind that action still remains on your dead body and will be accessible if you will find the body after respawn.
×