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cyprus

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About cyprus

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  1. I've been looking forward to trying this map with my group, but there's an issue where if you try to load a mission on the map when playing on a dedicated server launched from a .bat file, the mission won't load and gives the error, ""No entry 'bin\config.bin/CfgWorlds.prei_khmaoch_luong'"". It looks like for some reason there's some text encoding issue and the file name gets butchered, causing the map not to load properly when launching a mission. Strangely enough, it does work with the default name if the dedicated server is launched from a shortcut. Unfortunately our group has so many mods the "target" line in a shortcut is just too short so the only solution for now is to rename the mod. Since it's from the Steam Workshop that does require copying the files over. It's a bit of an inelegant solution, since I'd like to keep using my .bat file to launch the game and having to copy the files over defeats the point of getting the map from the workshop with the easy updates. I do kindly request updating the mod on the workshop to change the name so that the Khmer text is removed. It can always be added to the description.
  2. cyprus

    Ravage

    Ok. I've also noticed that the standard jogging animation is changed slightly with your weapon lowered more than normally. Are there any other changes this mod makes to the game that aren't stuff that have to be enabled by the modules in the mission editor like the two things I've found? I'm little wary of using this mod now because it seems that there can be more potential changes to how the game operates that isn't mentioned in any of the documentation. How does the "realistic vehicle repairs" work? I don't see any modules to enable or disable this so I'm assuming it's just always on when the mod is enabled? EDIT: It looks like the realistic vehicle repairs is always enabled. While I do think it is interesting, I personally think enabling it globally is the wrong move. All gameplay related features should be moved to modules that have to be enabled in the mission. Otherwise if you ever want to swap between different types of missions you'll have to unload and reload the mod. While for singleplayer that's not too big of a deal, for multiplayer that is going to cause a lot of confusion and frustration.
  3. cyprus

    Ravage

    This mod looks interesting and I'm looking forward to trying it out more extensively. One minor issue that hopefully won't be too difficult to fix is that loading this mod causes the big 3 buttons with the auto playing videos on the main menu to disappear. Here's a screenshot demonstrating this: https://i.imgur.com/8HVd4yC.jpg Here's what it should look like: https://i.imgur.com/BPg5jxo.jpg
  4. Yeah fortunately restarting works fine so it isn't too big of a deal. As to the radioman, I was looking through the config and I did notice that it just picks a random Opfor unit. I was thinking to add a fun little mini objective would be to give that radioman a specific backpack that no one else has (maybe an empty carryall) so he can be specifically targeted so with good recon you can take him out fast. It could still be difficult especially if the radioman spawns indoors by chance. Maybe even make him always spawn in a house. As of now the mortars are extremely aggressive and seeing as there's no effective counter to it other than hide or just kill them all having a way to stop it fast would be very fun. The last thing I thought of which would probably be tricky to implement, but maybe something to think about would be a way so that the sniper spawn is always near the highest point around the town that needs to be cleared. I've noticed that sometimes the insertion team spawns on a mountain while the snipers are in a valley which can be a little annoying. I think the radioman change is all that's really necessary, however. I have made my own tweaks to the mission (changed loadouts and added a revive script), so it's in a pretty good state right now, but if the radioman change is added I think this would be one of the best replayable teamwork focused missions out there. There's really not else that needs to be done I think, besides that spawn change I mentioned but if it's too difficult/time consuming then it's not really worth it.
  5. It's been a long time, but my group has returned to these missions and we just started doing Sweep again and we're having lots of fun with it. One issue we've been noticing is that when starting the mission for the first time on a server the helicopter is stuck in place. The mission has to be restarted to fix it. It doesn't always seem to happen on the first time playing the mission after starting up the dedicated server so I'll have to do more investigation. Also, I was looking through the old change logs and I noticed that there's a "Added: Random Opfor radio operator in the town, killing him will disable mortars." Is this opfor unit identifiable in any way, or are they marked through scripting and are otherwise whatever unit they spawned as, such as a rifleman or marksmen?
  6. cyprus

    co10 Escape

    I haven't noticed any problems with AI accuracy or spotting on Escape version 1.8.1, even after the recent changes Bohemia made. The AI seems to be behaving normally, although APCs seem to stop moving or move only a little bit in random directions after unloading their troops and losing direct line of sight to the players. I'm not sure if this is a new issue or if I just haven't noticed it before. I have my server set to "skillAI=1" and "precisionAI=0.5" and it's been that way for some time. I almost always play on war torn mode, which does drastically reduce difficulty, however, so that could be a factor. Daedum, you mentioned that you were playing SLA vs USMC. Armor can be hard to come by, and a single pistol shot to the head or torso is all it takes to kill without armor. Arms and legs can take a 4-5 pistol shots, and maybe 2 or 3 rifle shots. AI can be very accurate, but one shot deaths are to be expected in Arma when not wearing armor. On another note, I got a couple more funny clips from some escape sessions, enjoy.
  7. cyprus

    co10 Escape

    I haven't had any problems with extraction in the past few months until my group's last session. We were playing on Escape Sahrani SLA vs USMC and I believe we were using build 120. We reached the extraction zone and the helicopters came just fine, but when they started to land the helicopters pulled up and started hovering. I'm guessing one of us got too close to the point where they were about to land. The helicopters stayed hovering for several minutes and wouldn't come back down to land. Eventually I just fired a rocket at one of them which miraculously didn't destroy it and we flew off and we completed the mission. I also have the client and server RPTs for the mission and I was able to get a partial recording of the messy extract which shows the helicopters hovering and us shooting it down, but not the initial failed landing. I've also got 2 funny recordings of some other sessions which I think you guys might like.
  8. cyprus

    co10 Escape

    Just finished a session of build 120. The session was rather uneventful for the most part, except just before we reached the extraction zone we had to run away from a gunship. We managed to to shake it off and trigger the extraction just fine, but we did notice that the friendly gunship was missing. I'm not sure if it was shot down because I did see a message saying "Archangel is down" but I didn't see it get shot down and the transport helicopters were ok. Unfortunately the enemy gunship came back but through sheer luck we just barely managed to escape. I got a great clip of the extraction. Always something new when we play escape.
  9. cyprus

    co10 Escape

    I've noticed this for over a year yet for some reason I never thought to report it, but I'm glad it's fixed now. As for the bug with Zombies killing you so that you can't be revived, that appears to be a conflict between the revive script that Neo's using and the Zombie mod itself. In my testing the only kind of revive script that functions properly when being killed by Zombies is the ACE mod's revive. I haven't tested the native Bohemia in a while so that one might work too but I'm not sure.
  10. cyprus

    co10 Escape

    Yeah I think I've had this happen before, but it's happening with much greater frequency now. We were playing escape Stratis vanilla. I might make a post about it on the Arma 3 feedback tracker, but I hope it's something that'll be fixed with more patches.
  11. cyprus

    co10 Escape

    I'm not sure if this is related to escape, but it seems that sometimes after entering an area with a large amount of troops the framerate will plunge into sub 20 fps and never recover even after killing all of them. Every member of my group has encountered this in the past few days. Even if we restart the mission, we'll start in the prison 30 fps and lower depending on each client's hardware/settings. The only thing that fixes it is completely restarting the game. As soon anyone restarts their game the frame rate for that person will go back to normal frames, which with my rig/settings (i5 4690 @4.5Ghz, hd 7950, 8GB ram, arma 3 installed on my ssd, most settings at max except fsaa and pip which is off) on an open area in altis/stratis is around 70-80fps. The behavior is not consistent. Sometimes after exiting heavy combat, the frames will go back to normal. We tested with no mods on the server and on the clients, and the issue still happens. We haven't tested with other missions just yet, but I just wanted to ask here to see anyone else has been having a similar experience in escape or any other missions.
  12. cyprus

    co10 Escape

    I tried to create the ticket but I keep getting an error saying: You Shall Not Pass: Maniphest You do not have permission to edit task projects. Users with the "Can Edit Task Projects" capability: Administrators can take this action. I think it might just be Esseker then. Our group has been playing that map a lot and every single time there's a com center near the giant radio tower in the south central part of the map. I'll take a look myself if I see anything unusual soon. Also, I was talking about it in the Discord server, and I've edited the UnitClasses.sqf for the Vanilla, CUP US (both Middle Eastern and European versions), and CUP USMC vs RU versions so that on the "easy" chopper difficulty it always spawns an unarmed helicopter and on the "hard" chopper difficulty it always spawns a heli armed with either forward mounted guns/rockets or door gunners depending on what's available to the faction. I made sure the helis were the appropriate faction, although sometimes I had to use a Medivac helicopter as the unarmed one. I've tested each variant and it works great. I think incorporating this change into the main branch would really make the mission more enjoyable for small groups, while still keeping the challenge there for those who want it. I can put the UnitClasses.sqf wherever it's easiest for you to incorporate into the main branch. I'm also going to be doing some testing with lower apc counts with my group. Would you be interested in me sending you the modified UnitClasses.sqf with the apc changes so you can try it too? If anyone else is interested just pm me or say something here and I'll upload them.
  13. cyprus

    co10 Escape

    Yeah I figured it was an accident. Another thing I think would be interesting would be having the vehicles in the motor pool have a little bit of damage on them. Seeing as it's a motor pool it would make sense that they would be damaged. If possible make it a range from lightly damaged to severely damaged? And I was going to ask about the com centers. On some maps they always seem to spawn in the same place. That takes a lot of the fun of the mission out because if you know where it always spawns you can often go straight for the com center. Can they be made completely random?
  14. cyprus

    co10 Escape

    The new motor pools in the latest development builds are awesome. I love the design of them. I think the ammo and communication bases should be moved to that template with some tweaks, such as adding machine guns on the towers and slightly different buildings. One thing I don't like about them is that they always have a civilian vehicle. It doesn't make much sense that a military motor pool would have a civilian vehicle in it. I think that should be changed so that it always spawns a light military vehicle (maybe always an unarmed one?) for the first vehicle slot, and for the second slot it has another light military vehicle with a slight chance of a heavier one.
  15. I'm not saying there aren't any issues, but I haven't seen anything wrong with several 3rd party non-CUP maps such as Podagorsk, Fallujah, Celle 2, and Esseker. The only issues I've seen so far are with IceBreakr's maps, which have the bugged sky.
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