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WildFire6

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Everything posted by WildFire6

  1. WildFire6

    The Hack..

    So now that everyone is in the know and even knows how and where to get it, what is being done about it? And as a precursor, the alpha has been out for what, a full week?; how did someone hack it in that time. Are the people working for this website also affiliated to the developers in some way? Its like they had the game before everyone else and were ready as soon as the alpha dropped. How does this happen?
  2. V_25, Dedicated, Standard cable connection: Teleporting doesnt work, no mhq at all, theres a constant stutter every 5-10 seconds probably caused by upsmon, says there are 300 AI with three clients logged on. AI should still have a within range dont spawn catch, I would think. Otherwise awesome?? lol. Were reverting back to 18 for now. Please keep the non-dependency of a HC in, because I am unable to use HC.
  3. WildFire6

    =BTC= Revive

    Im using this in zorros DWS mission and hes got the teleport option added to a portapotty. It runs fine at start but after 5-6 hours we lose the option to teleport. Respawning the mhq does nothing. Or if someone blows the magicjohn up we lose it too. The pp is still there as it is set to allowdamage false but the option still goes away. Is there anything that I could do to ensure the teleport wont be lost?
  4. Wheres the netlog param??
  5. Its all done by chat console, there's no gui, never really has been. http://community.bistudio.com/wiki/Multiplayer_Server_Commands
  6. Had this happen today. Told a guy he needed to be in ts to fly and hell broke loose. Started teleporting us, dunked us, blew us up and then locked up my chat console so I couldnt ban him. I had to hard crash the server. Until then server was up for 6-8 hours. No one should be able to take control like that. Ridiculous.
  7. Theres a user named rundll.exe?? HAHA LEGEND!! OT- Beagle went through a lot of effort to explain this. I totally agree, godmode without grass. We need to adapt and thats on us as a community. Once mission makers implement sliders and custom adjustments I will modify them to force on grass. If the average user wants to improve performance they can lower quality and distance or purchase better equipment. But grass is staying on in my server, no godmode for us. After all this is a simulator, not just a game.
  8. Well thx for trying. Server will go private at some point anyhow so its not entirely necessary. Liked this mornings versions. I think ill have to adjust mhq safespawndistance cause it keeps putting us like 50 feet away into rocks. Wait is it not using safespawndistance? Hence the rocks? I remember the mso basecode v4+ had it in the respawn scripts.
  9. WildFire6

    Ban.txt

    Yeah obviously since I thanked you I meant your method worked I just said it wrong.
  10. WildFire6

    Ban.txt

    I placed a txt file in both the appdata and root folders, however its not updating. Anyone know where its supposed to be and if its implemented? Only info available on search pertains to A2. Thanks.
  11. WildFire6

    Casual Gamers

    Hello, I'm WildFire, just here to let everyone know we are around. Running a dedicated server with admin, we are not a clan, just a community of casual guys. I expect maturity and some simple rules, teamspeak is required for anyone looking to become a regular. However, no time commitments, no training, just fun and some good people to play with. I will be running MSO and coop missions only, unless small scale insurgency type stuff. Currently A3 only. Join the TS and introduce yourself. I am looking for mature people to run the server while I am work at nights. Join us here: legendwf.dyndns.org no PW. Server is in US, AZ, but is ran 24/7.
  12. WildFire6

    Ban.txt

    Ramius Thank you, that worked, ban nick does not. Awesome!
  13. WildFire6

    Ban.txt

    So in the steamapps common A3 folder then? I have it in there does it not update until you stop the server? *Edit im using baretail to watch it real-time, doesnt seem to be updating using #exec ban name
  14. Script idea. Two tk's instantly turn into chicken. Take away any weapons. Set loadout to 0 so they cannot rearm, remove all addactions from player, put them in a restricted zone on display for others to kill at will, set side to east so all blufor can tk them as much as they want, and mute in-game voip to all. They may still type. Run client side for 5 minutes. If there is a second violation, execute the ban via script to put them on the list, and do not kick them. Impose the same restrictions as the first violation, no weapons, chicken, east side, no voip. Let them stay that way until they choose to leave the server. Once they leave since they are on the ban list they cant come back. Leaving them in the server serves a purpose. Some people are actually stupid enough to wait a really long time just to be stupid for another minute. By letting them stay in the server as harmless poultry we accomplish two things: 1) Possibly letting the tk'er become bored and lose interest in hopping from one server to the next tk'ing; 2) Holding them in one server as long as possible in order to help other servers again from having to deal with him.
  15. Any way you can throw in BTC's TK script? The at base stuff worked but once they left base tk numbers followed the standard exponential form. Especially with those stupid grenade launching trucks and rocket little birds. Ill be taking those vehicles out simply based on my server being infantry emphasized and the map doesnt have enough grids to warrant heavy firepower. Thanks for the hard work I enjoy it.
  16. Running it on my dedi now, when I try to save gear it says "not enabled", I checked the param's, am I missing something? How can I save gear?
  17. Ok taskDestination does work if you use it after mission start. For creating a task later in the mission you need three things: 1) CreateTask module 2) StatusUpdate module 3) TaskDestination module All three must be synced to the trigger that brings up the task and the player you want to have the tasks. So for an example say our first task is to destroy a tower and our second is some wild_stuff.. In our trigger to check if the tower is destroyed " !(alive Tower), once true three things happen. The Task gets created, the status gets updated and destination gets created. Without the trigger syncing to all three they would try to create at mission start. Since the taskDestination was not synced to my trigger I am guessing the game started it tried to create the destination marker, could not find the task for it because it was being held waiting for a trigger and therefore a marker was never created. If all three are synced to the trigger then it works fine. You have to play around with the syncing and whats needed and when a lot to get the hang of it. But honestly once you have it all figured its easy. I like the new system. **EDIT** Be advised to get the floating marker in game after the task comes up you still need to go to your map and set the task as current.
  18. It seems that "taskDestination" does not work when you insert the task after mission start. In the mission I'm writing I have two tasks at mission start; Insert and clear beachhead, then clear town. After you are done with those a third task pops up, to clear an enemy held outpost just behind the first two. Everything comes up, task assigned and all that and all the triggers are square but the destination markers will not show. I tried synchronize to object and module position; no dice. I'll keep playing with it see if its just a little buggy yet.
  19. WildFire6

    Putting Stratis into perspective on size.

    Ok so who's going to be the first to walk from one side to the other and see how long it takes?
  20. WildFire6

    The Giant Alpha Media Thread

    As if this is not the most badass screenshot of any video game I've ever seen yet. Seriously. http://www.arma3.com/images/screenshots/large/arma3_screenshot_01.jpg Anyone else notice the pistols still not in the holsters??
  21. WildFire6

    Curious about airplanes and helicopters.

    I wonder if a little bird will be able to take more than a pistol round. Honestly the flight dynamics in A2 weren't too bad, they were fun, took a bit to get used to compared to dcs and sims. I love flying more than anything in any game, but I for the most part have steered clear of flying into combat in any capacity. American helo's and aircraft have been known throughout history as having returned missing whole sections of wings, tails, ailerons, hydraulics, holes everywhere and even hueys in nam were documented with bullet scratches all over the rotors and able to withstand chopping down trees to create their own landing zones. My point is, our birds should be able to take some SERIOUS hits. We need damage models, really bad. Simulation isnt worth a bit of anything if its like in A2 and the first time you have a good crew and load and the first little bit of 7.62 knocks your engine out. Not to mention the enemies uncanny ability to snipe the pilot right out of a moving chopper, which is nearly impossible in real life even at extremely close ranges. Seriously - damage models. I want to fly into combat, and I want to come home to tell the story, for once.
  22. Attempted with the wiki version 2.2, still receiving same errors. Tried running a batch using the latest beta and that also did not work. Not using IPv6 yet. Soon as they come up with a "for dummies" guide I might jump into it.
  23. Hi guys, like Raskil I am also getting the integer errors, however I have been running on a ds and I have cleared and reimported my schema so many times Im numb. I put the mysqlplugin in every folder in both my appdata and arma directory and @arma2net and @arma2net/addins folder like suggested on the PDB installation instructs. I am running minimal mods on clafghan 4.55 as well as the microsoft net package 4.0 version like suggested. I'll join skype or whatever asap as I've been working on this for about a week. Arma2NetConnection - http://pastebin.com/13Hu8nmc Arma2Net Log - http://pastebin.com/hbZvickP Arma2NetMySQL log - http://pastebin.com/3ja3JDD1 Arma 2 OA RPT - http://pastebin.com/9bvXH5LC
  24. WildFire6

    AI Improvements?

    Hi, I've been playing arma for a while, I love it, great game. Took a few breaks here and there but I always come back, and the future is very promising for this series. With that being said I have made a decision. I love the new graphics, I love the map, I love the new features, customizable weapons, changing uniforms and everything I've seen so far. However. I will not spend a single dollar more if this company makes little to no improvement of the AI. I know its a slippery slope and its hard to program a program to think without input, but its the only problem that is constantly brought up and nothing is done about. I am tired of hiding in knee-high grass and waiting two minutes only to reload the save point forty times because the jeep that keeps coming around the corner 200 meters away is able to hit me in the head with his first shot every single time while driving at medium to top speed. Oh and he begins shooting before he even comes around the corner. Time and time again. Oh and the old marine motto of "get to high ground" is more likely to get you killed. Its just completely unbelievable. Suppressive fire does nothing. I can deal with the friendly AI being effectively worthless constantly and doing nothing but dying but If I go out of my way to spend two-three hours to sneak into a town only to come around some corner as quietly as possible and some AI already knows I'm there and is shooting me in the head, it just boggles my mind. I feel like Im waging war against a whole country of Navy SEALs and they gave me a life preserver instead of a kevlar. Who knew everyone in the middle east was a sniper?? lol. I kid, but seriously I have no problem paying money for good sh**, but you gotta give us something weve been asking for, for a couple years. Show of force at least. If your squad sets up a perfect L ambush and is all prone and an enemy squad of 8-15 walks within 50m of your ambush; honestly not a single one of them should get a shot off before they all die. In the current engine I think I've gotten it to work like once or twice in a couple years. And even then I always had someone wounded or dead. Usually most of us. And a good 60-80% we hands down lost outright... Seriously? This is just my opinion, I mean not to offend anyone and to discredit the hard work BIS has done, they are aces in my book.
  25. WildFire6

    AI Improvements?

    Yeah I wasn't really hoping for perfect AI or anything, I just would hope to see some improvement in the right direction. It is the one that that seems like if it is changed is only a few small changes here and there. Its like the elephant in the room. The point of the thread was to see BIS' response to any real changes they've made to AI, hopefully in a dev note or video that could be put up sometime in the future. I watched all their dev movies a month or so ago and the video with an enemy engagement looked very much the same as old AI. In one video he was engaging a group running around a corner at close range, and in that situation it would be easy to mow down a few people running around a corner and shooting, yet I think he lost two people. This seems all too typical to me, you'll be moving and taking direct fire, you turn around and two of your people are facing the wrong direction. Its like yep, their gonna die.
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