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SavageCDN

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Everything posted by SavageCDN

  1. SavageCDN

    Dynamic AI:

    Yep but it does work with some effort http://forums.bistudio.com/showthread.php?99753-Dynamic-AI-Creator-%28DAC%29-V3-0-released&p=2322177#post2322177
  2. Yeah it does seem to work somewhat.. problems I've noticed so far: - markers don't work properly (classname for mildot or something has changed) in debug mode ** find and replace 'dot' with 'mildot' in the DAC folder ** - respawn camps don't seem to work for me.. even tried confg 11 (one with no objects just spawn logic) Low FPS I think is not specific to DAC it seems to be bad without it as well :) Thanks for the config szarki!! http://forums.bistudio.com/showthread.php?147891-DAC-Arma-3
  3. SavageCDN

    PVP heaven..for now

    Agreed CM ... that and the fixes since 1.59 for pvp (remember all the rubber-banding and warping?) have done wonders. ---------- Post added at 03:22 PM ---------- Previous post was at 03:20 PM ---------- Please say Celery is working on A3 road rage.. please say Celery is working on A3 road rage... please say Celery is...
  4. SavageCDN

    Low CPU utilization & Low FPS

    Ah but that is not a good test unless you had a script delete all the bodies and other ground objects (blood, casings, dropped weapons, etc)
  5. Bless you Vilas!! Vote aliens cause they are awesome and there is not enough of this stuff in Arma
  6. It's there because 1st person is not realistic either. You don't get any 'sense' of your surroundings..limited FOV.. I could go on. If you make missions you can script in a force 1st person view (or can you do this in cfg file somewhere??) It's the same as the argument against things like st_hud... "oh noes radars!!!" when in real life you have many more indicators (smell, feel, etc) that cannot be replicated by a video game.
  7. For those reading this later the setting he is looking for is found in DAC_Config_Behaviour (doing this from memory so might have the syntax wrong) setSupport = [1,1] The first bolded number you need to set that to 0 to have units stay within the zone Second number is for artillery support (must be a valid entry from DAC_Config_Arti - 0 to disable) ---------- Post added at 11:00 AM ---------- Previous post was at 10:58 AM ---------- For me the missions go into your Arma2OA\missions folder not Arma2? I have DVD version though....
  8. Thanks will try out the beta if Arma 3 doesn't distract me too much :p
  9. Yeah make sure it's not creating a new folder with just the mission.sqm file inside. http://forums.bistudio.com/showthread.php?142683-Multi-Session-Operations-v4-5-released&p=2305568&viewfull=1#post2305568
  10. Well I'm just tinkering for my own use I would not want to release anything without the author's permission.... and it would need some testing first. What you can do for quick and easy ACE version is run the @ASR mod (check the userconfig file for params) which adds a bunch of ACE features automagically. Then if you know how to edit a mission you can add some ACE gear, weapons, etc to the briefing screen (in description.ext) - something like this at the end of the file: // Gear Selection class Weapons { class ACE_M136_CSRS {count = 4;}; class ACE_Javelin_Direct {count = 10;}; class ACE_Javelin_CLU {count = 2;}; class Binocular {count = 10;}; class NVGoggles {count = 10;}; class ACE_VTAC_RUSH72 {count = 12;}; class ACE_VTAC_RUSH72_TT_MEDIC {count = 12;}; class M16A4 {count = 8;}; class ACE_M27_IAR_ACOG {count = 2;}; class ACE_M240G_M145 {count = 8;}; class ACE_USP {count = 12;}; class ACE_USPSD {count = 6;}; class ACE_EARPLUGS {count = 20;}; class ItemGPS {count = 20;}; class ItemRadio {count = 4;}; class ItemCompass {count = 20;}; }; class Magazines { class ACE_12Rnd_45ACP_USP {count = 64;}; class ACE_12Rnd_45ACP_USPSD {count = 32;}; class 30RND_556X45_STANAG {count = 96;}; class ACE_30RND_556X45_T_STANAG {count = 32;}; class 100Rnd_556x45_BetaCMag {count = 32;}; class 100Rnd_762x51_M240 {count = 32;}; class ACE_CLAYMORE_M {count = 4;}; class ACE_M84 {count = 8;}; //flash class ACE_C4_M {count = 8;}; class PipeBomb {count = 2;}; class HandGrenade_West {count = 12;}; class SmokeShell {count = 20;}; }; When the mission starts @ASR will add a crate beside you filled with the stuff from the briefing menu
  11. SavageCDN

    Urban Conquest by tvig0r0us

    Yeah I have ACR lite installed too.. the only reason I noticed is because I loaded the mission onto my server which does not have ACR lite installed. I tracked it down to a single crate with the Local weapons cache.
  12. If it hasn't been mentioned already, running the mission with ACRE loaded replaces all weapon spawns with ACRE radios
  13. SavageCDN

    Urban Conquest by tvig0r0us

    Thanks I'll give it a go. The previous version there was a single ACR crate on the map which means ACR is required to play... not sure if this was your intention or not. Also if I wanted to make a coop version for testing would I just remove the OPFOR and IND units would that cause any issues?
  14. SavageCDN

    Urban Conquest by tvig0r0us

    Well if you asked her honestly she would probably thank you for keeping me out of her hair :o
  15. ^ Yes everyone will need the mod if you want all AI as well as players to be affected by suppression. If you run it on the server only it will affect server-controlled AI only The server's config file settings will overwrite the client config settings.. so just change the server one :p
  16. SavageCDN

    Urban Conquest by tvig0r0us

    Forgot to subscribe to this thread... will try and check out the latest version this weekend. And yeah +1 to the wife hating tvig0r0us :p
  17. SavageCDN

    How to allow server mods

    http://forums.bistudio.com/showthread.php?142683-Multi-Session-Operations-v4-5-released&p=2302859&viewfull=1#post2302859 //Enables or disables the signature verification for addons. Default = 0. Weak protection = 1. Full protection = 2. verifySignatures = 2: // Signature timeout fix regularcheck="{}"; // unsigned data detected onUnsignedData = "kick (_this select 0)"; // tampering of the signature detected onHackedData = "kick (_this select 0)"; // data with a valid signature, but different version than the one present on server detected //onDifferentData="kick (_this select 0)";
  18. Not sure what you mean by auto-added... they are just mods like any other... they need to be downloaded, installed and added to your startup line. http://forums.bistudio.com/showthread.php?121095-M109A6-Paladin-v1-1-%28UPDATED%29 http://forums.bistudio.com/showthread.php?131380-Blackhawks-by-YuraPetrov
  19. Any way you can post your .rpt file for us to look at?
  20. Mods: @ACE, @ACRE - not the same game without them @mcc_sandbox @kyo_MH74E (Chinook) @exa_rg31 (MRAPs) @rangers @yup_blackhawks For the AI: @ASR_AI @DAC @tpwcas @dapman_auto some sort of UPSMON script equivalent snkman to come back and give us GL5 :p Missions: (!Domi) MSO TFOR Patrol Ops Insurgency Road Rage (please Celery....)
  21. SavageCDN

    Arma 3 Dedicated server

    I think the hint is that Steam will carry the dedi files for A3... let's just hope it's true for the alpha as well
  22. Still a bit unclear.. you are running the same mods on the server as well correct?
  23. Couple of things. If you are editing the mission without changing the PBO's file name, once you hit save it will create a new folder with just the mission.sqm file inside. This is because the mission file name is too long. You need to make sure this isn't the problem (you will see a 2nd mission folder called "mso_32_acex_coop_usa_vs_tak_ins_4" or something... .like it has cut off the last few characters. If this is the case, copy and paste all the files except mission.sqm from the 'old' folder to the new. Are you sure the dedicated server is also running the correct mods? You could also check the servers .rpt file it should have more information there.
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