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Everything posted by SavageCDN
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ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would say 4 on your scale of mission making difficulty. As friznit2 said you need to know enough to place playable units, markers and some modules. If you're used to making missions for Arma 2 MSO this will be like taking a nap :p -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ah ok thanks for the clarification.. I had just assumed that was the case :p With regards to speed of virtual battles I would argue that they should be 'slowed' down somewhat... I'll give you an example. A test mission on Stratis with 2 small forces engaging in the north and human players spawning at the southern tip and moving north to assist - virtual battle between OPFOR and BLUFOR in the north is over within 15-20 minutes of mission start (except for defending groups still on the map). Units especially motorized/mechanized move very quickly. I understand that logistics and reinforcements might lengthen the battle however if these groups were actually spawned in on the map and engaging each other the battle would take much longer. Does that make any sense? Yes for sure although I would assume more human players equals more performance impact. Put it this way - I set up a large virtual battle on Altis between 3 factions involving over 2400 AI (3 full battalions) - infantry, armor, choppers. Units spawned in at 1500m range and performance was great - virtual battles seem to take almost no resources. Best part? Setting that up took about 20 minutes total :) -
ALiVE - Advanced Light Infantry Virtual Environment
SavageCDN replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'll give it a go!!! Well I'm pretty much blown away and all I've seen so far is the basic modules and functionality. Very flexible options you can create a huge ongoing war across the entire map or a simple insurgency-style mission to take over a town (using the awesome CQB module)... and the best part is either option takes about 10 minutes of editor work. I can't wait to see the next update which should include the logistics side of things (supplies and reinforcements) enabling longer more strategic battles. I like the fact that it's an addon - mission size goes from 5mb to 50kb :) CAS options are very nice and are requested by the player (with a specific item like laser desg) and tasked by the AI - attack choppers, transport choppers and aircraft. For those interested in the AI, ALiVE features two levels of 'command' - OPCOM (strategic) and TACOM (tactical). Since this system focuses primarily on giving the AI waypoints, it seems to work just fine with other AI mods I tried (at least nothing obviously game-breaking) - of course this requires more detailed testing :p - ASR_AI - bCombat (still in testing) - tpwcas Due to some issues with the 1.04 patch I am unable to try this on Altis (Stratis works fine) but I'm sure that will be worked out. I was unable to figure this part out (tried the Koplic map) - I see you have data files in the addon for Altis, Stratis and Chernarus - is there any way to generate these files for other maps? The only module I could find that had options for dynamic generation were the objectives modules (mil and civ)? The best part is almost everything works in SP editor preview mode - great for testing!! I noticed the same myself (even at 1x speed) - 'virtual' battles get resolved too quickly while 'real' battles (with spawned in units) are more accurate. I'm sure that will get sorted. The fact that it can seamlessly transfer units between the virtual and real layers while keeping the simulation going is pretty cool!! -
[WIP] bCombat infantry AI Mod [SP]
SavageCDN replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Took it for a quick spin this morning and will just echo what others have said - no errors or issues detected. Tried in vanilla as well as with some mods (no AI-related ones). Do you want us changing any of the default settings or is that a no-no for testing? :p I turned on the debug stuff and the allow_hearing option. Should we also try with AI mods like ASR_AI or tpwcas? -
nope.. there really isn't much there to work with.. most of the entries are just listing the addons you have loaded. If you like remove all your addons, clear your RPT file, try and run Arma 2 CO again and post your RPT. But more and more it looks like a bad install or something similar. That path I mentioned to the .exe is strange why is your game installed in your \Downloads folder?
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Installing ACRE,CBA and STHUD on my dedicated server
SavageCDN replied to CaponeSB's topic in ARMA 3 - SERVERS & ADMINISTRATION
For interests sake how did you fix it? -
HETMAN - Artificial Leader
SavageCDN replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Check this post out and the linked PDF file: http://forums.bistudio.com/showthread.php?146708-A-comprehensive-guide-to-creating-a-headless-client-compatible-mission -
[WIP] bCombat infantry AI Mod [SP]
SavageCDN replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes of course I did not mean to imply I'd be testing both at the same time :p -
waves of civilians and enemies newbie help
SavageCDN replied to marksinnerdemon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Check out this AI script it might do what you are looking for: http://www.armaholic.com/page.php?id=22520 -
Installing ACRE,CBA and STHUD on my dedicated server
SavageCDN replied to CaponeSB's topic in ARMA 3 - SERVERS & ADMINISTRATION
Sorry you are correct I was thinking of the -name param :p Hopefully the problem is outdated CBA as that is easy to fix -
[WIP] bCombat infantry AI Mod [SP]
SavageCDN replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah if I told you I'd have to kill you :p Mr. C is correct it is Multi-Session Operations (MSO) for Arma 3. I cannot say much other than it is a mod now and it is AWESOME (sorry for off-topic, fabrizio) -
[WIP] bCombat infantry AI Mod [SP]
SavageCDN replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sounds excellent Fabrizio!! Testing this along with ALiVE will make for an interesting weekend for me :p -
C:\Users\Dream\Downloads\Arma II Combined Operations \Arma II Combined Operations\arma2oa.exe This is an odd path for your Arma installation. I would re-install both Arma 2 and Arma 2 OA making sure they go into their default folders ie: c:\program files\bohemia whatever\arma 2 As the Professor mentioned it sounds like a bad install
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Installing ACRE,CBA and STHUD on my dedicated server
SavageCDN replied to CaponeSB's topic in ARMA 3 - SERVERS & ADMINISTRATION
-profiles=cfg ^ are you sure this is correct or perhaps a copy/paste typo? odd to have the server profile called 'cfg' Check and make sure your server has the most up-to-date CBA version. Your RPT shows CBA using setVehicleInit which I think is now outdated and should not be in the most recent version of CBA. -
Looking for some help/testers for upcoming dynamic mission
SavageCDN replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Usually invisible units are caused by the player not having the correct addon or version of the addon loaded with their game (ie: it's not a mission thing ). If the DAC group is large enough yes units will ride in the back of motor vehicles. I'll have time probably Friday to take a look at the mission. -
hmm..not much there to work with... are you sure that is all? You can try deleting your RPT file and launch arma again. This crash happens while arma itself is starting up not when you start a mission correct? Does it crash when you start just vanilla Arma no mods or ACE running?
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Installing ACRE,CBA and STHUD on my dedicated server
SavageCDN replied to CaponeSB's topic in ARMA 3 - SERVERS & ADMINISTRATION
wow that's a 56MB log file.. any way you can clear/delete that file, replicate the problem, and send that instead? -
It's going to be difficult to troubleshoot unless you provide your RPT file http://community.bistudio.com/wiki/Crash_Files
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Strange one.. it only does this in Arma? Easy but annoying solution is to swap your left/right channels in your soundcard software.. or flip your headphones around :p
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How are you running the server? Do you start as a dedicated server (arma2oaserver.exe) or as a hosted game (run regular Arma2.exe, MP game, select mission, go)?
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Looking for some help/testers for upcoming dynamic mission
SavageCDN replied to burdy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm...so you want to spawn in units and have something in their init line like a setPos to put the unit where you want, correct? I'm not sure how you are spawning the units but check this thread: http://www.armaholic.com/forums.php?m=posts&q=18745 or some results from BIS forums: https://www.google.ca/search?q=arma+2+spawn+unit+init+line+site:forums.bistudio.com&safe=off&espv=210&es_sm=122 -
Installing ACRE,CBA and STHUD on my dedicated server
SavageCDN replied to CaponeSB's topic in ARMA 3 - SERVERS & ADMINISTRATION
Post it up here just make sure you put Spoiler tags around it so it doesn't take up half a mile of webpage :) -
Reading mission resets on dedicated server
SavageCDN replied to mycatsaid's topic in ARMA 2 & OA - Servers & Administration
To be honest the only thing that seems out of place there is: -[b]mod[/b]=@arma2;EXPANSION;ca; -beta=Expansion\beta;Expansion\beta\Expansion -[b]mod[/b]=expansion\beta;expansion\beta\expansion;@CBA_C O;@JayArma2Lib_new;@ACRE;@ACE;@ACEX;@ACEX_RU;@ACEX _USNavy;@SG_IRA;@Carraigdubh;@razmisc;@mb_objects; @opx_objects;@CLAfghan;@UKF_UKweps;@mcc_sandbox; as in there are 2 -mod params in the startup line instead of one Also might be worth trying a test mission with just say ACE and all it's mods loaded -
VILAS addons release thread
SavageCDN replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sounds easy!! -
Reading mission resets on dedicated server
SavageCDN replied to mycatsaid's topic in ARMA 2 & OA - Servers & Administration
I've seen errors like that when joining a server but never would it kick players back to the lobby... usually you can just click through them and continue. I would try verifying all the ACE mods with six to make sure nothing is amiss there. Failing that as Gunter said post up your server's RPT file and your client RPT file perhaps there's more info there.