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cyprus

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Everything posted by cyprus

  1. Yeah maybe do both ideas for the AI in houses. Maybe have them patrol until they know an enemy is nearby, and then they'll mount the windows or exit the building? I hope to see you implement some of those changes soon. One thing I asked about, but I guess you missed was the fact that civilians are being identified as friendly units (such as rifleman) on my hud? Why is that? Is that intentional or is that a bug? About the increased weapon damage, I would say that personally I don't think the increased weapon damage is really necessary. I think the better way to do it would be to simply remove armored vests from soldiers if it's really that much of an issue. I've never really had a problem with Armas soldiers taking too many hits. They take no more than 4 or 5 with a 5.56 when wearing full body armor, and accounting for improvements in body armor I think that's reasonable. I'm also wondering how you got your missions to be able to have a 12000 meter overall view distance and 4000 meter object view distance. Every other mission I've ever played on is capped at 1600 meter overall and object, or uses something like the TAW view distance script.
  2. cyprus

    co10 Escape

    iZver when I edit the mission to get less apcs i get no enemies spawning and the backpack now has no weapons. Here's a fragment of my UnitClasses.sqf // Random arrays. Enemy vehicle classes for ambient traffic. (Can also be set to a faction name). // Variable _enemyFrequency applies to server parameter, and can be one of the values 1 (Few), 2 (Some) or 3 (A lot). switch (_enemyFrequency) do { case 1: { a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_F", "O_MRAP_02_F", "O_MRAP_02_F", "O_MRAP_02_hmg_F", "O_MRAP_02_hmg_F", "O_Quadbike_01_F", "O_Quadbike_01_F", "O_Quadbike_01_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_ammo_F", "O_Truck_02_box_F", "O_Truck_02_fuel_F", "O_Truck_02_medical_F", "O_APC_Wheeled_02_rcws_F", "O_MBT_02_arty_F", "O_MBT_02_cannon_F","O_Truck_03_device_F","O_Truck_03_transport_F","O_Truck_03_covered_F","O_Truck_03_ammo_F","O_Truck_03_fuel_F","O_Truck_03_medical_F","O_Truck_03_repair_F"]; a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses_IND = ["I_G_Offroad_01_repair_F","I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F","I_G_Offroad_01_F","I_APC_tracked_03_cannon_F"]; }; case 2: { a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_F", "O_MRAP_02_F", "O_MRAP_02_hmg_F", "O_MRAP_02_hmg_F", "O_Quadbike_01_F", "O_Quadbike_01_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_ammo_F", "O_Truck_02_box_F", "O_Truck_02_fuel_F", "O_Truck_02_medical_F","O_Truck_03_device_F","O_Truck_03_transport_F","O_Truck_03_covered_F","O_Truck_03_ammo_F","O_Truck_03_fuel_F","O_Truck_03_medical_F","O_Truck_03_repair_F"]; a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses_IND = ["I_G_Offroad_01_repair_F","I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F","I_G_Offroad_01_F","I_MBT_03_cannon_F","I_APC_tracked_03_cannon_F"]; }; default { a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses = ["O_MRAP_02_F", "O_MRAP_02_hmg_F", "O_MRAP_02_F", "O_MRAP_02_hmg_F", "O_Quadbike_01_F", "O_Quadbike_01_F", "O_Truck_02_covered_F", "O_Truck_02_transport_F", "O_Truck_02_ammo_F", "O_Truck_02_box_F", "O_Truck_02_fuel_F", "O_Truck_02_medical_F", "O_APC_Tracked_02_AA_F", "O_MBT_02_arty_F", "O_MBT_02_cannon_F","O_Truck_03_device_F","O_Truck_03_transport_F","O_Truck_03_covered_F","O_Truck_03_ammo_F","O_Truck_03_fuel_F","O_Truck_03_medical_F","O_Truck_03_repair_F"]; a3e_arr_Escape_MilitaryTraffic_EnemyVehicleClasses_IND = ["I_G_Offroad_01_repair_F","I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_MRAP_03_F", "I_MRAP_03_hmg_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F", "I_G_Offroad_01_armed_F","I_G_Offroad_01_F","I_MBT_03_cannon_F",]; }; }; Why is this happening? The only thing I edited were those lines, and the briefing name in the mission.sqm. I didn't touch anything related to the backpack. This is so frustrating. EDIT: I seemed to have fixed the issue. I guess I made a typo somewhere when editing the files.
  3. cyprus

    co10 Escape

    Hey, I'm not trying to say that you're wrong for saying it's too hard, sorry if I gave that impression. I'm just mostly confused on your problem with the infinitely spawning enemies. If you run far enough away from a group of enemies that has spotted you, you can escape them. Even on foot, as long as you can put something like a hill between you and the enemy. I really have not had any issue with enemies following us forever. Have you tried disabling your AI mods to see if that has any effect? Also I'll give editing the mission a try, thanks for that useful information. What program do you use to de-PBO the mission? I use PBOManager v1.4.
  4. cyprus

    co10 Escape

    Yeah I've been playing this mission a lot, and iZver, while me and my friends lose most of the time, I don't see how you're just getting millions of enemies at you. We can pretty reliably escape from enemies on foot even after fighting for a pretty long time. You have to stay in a fixed position for quite a long time (i'd say around 10 minutes) in a bad position before it becomes nearly impossible to escape. I will say it depends on the map though. On maps like Altis, sometimes you get surrounded in a very open area, and you're screwed, but on maps like Chernarus with lots of forest cover and hills escaping is much easier. What maps have you played escape on? The only thing I think is unfair about Escape is the number of APCs on the road for the reasons I made previously. It really is the primary reason why we lose the mission. If that was toned down, I think the mission's difficulty would be perfect. Does anyone know how I can tweak that? Oh and Rekkless the mission difficulty is bugged at the moment, as mentioned on page 10, so that wouldn't really help.
  5. cyprus

    co10 Escape

    Yeah I get that error too. RHS v0.3.8 changed up some class names, so the mission needs to be updated to fix that. I had to update one of my missions. I'm gonna try to de pbo the mission and add rhsusf_c_troops to the addons section of the mission.sqm to see if that works. I don't see any RHS files in the addons section though, so I don't know how the mission adds the RHS stuff in the first place. After fixing the AI insta head shot bug (for the most part), I've been playing the mission a lot more recently with some more with my friends, and I'm having a great amount of fun with it. I have to say that the biggest thing that should be changed is that the number of APCs going down the roads is simply too high. It just isn't feasable to stay far enough from the roads most of the time because sometimes objectives are near roads, or we need to steal a civilian car. I think they should be replaced with mostly technicals and sometimes MRAPs, with APCs showing up about as often as tanks do now. That would keep roads still dangerous, but not the deathtrap they are now.
  6. Very cool. About the medical system though, I don't use ACE myself (not yet anyways), but I was under the impression that if everyone was using ACE the mission would adapt for it automatically without any need to edit the mission itself. I'm guessing ACE doesn't work like that? Also I've been playing Sweep some more and I think the biggest thing to consider changing is completely removing the AI from all the buildings. Arma 3 just really doesn't handle CQB AI. They simply sit there and stare at the walls, and it isn't fun to clear out a building full of AI, that are just staring at the wall. I'm not sure if you could script a solution, for example forcing the AI in the buildings to look out the windows more or leave the building when they don't see anything. The AI in your Specter mission are better at CQB, is there a way you can apply some of their behavior to the Sweep mission? One thing I noticed about the sweep mission is that every 30 seconds or so when I look at the map all of the enemies are revealed. Is this intentional? I don't this feature mentioned anywhere. If you do want to keep that feature I think a much cooler way to keep it is by replacing the functionality with a spotter equipped with a portable UAV. I think that would be very fun and immersive for the mission. It's a great way to promote teamwork and communication. It would also help with the difficulty of having enemies all around you. In addition the spotter having a UAV, allowing him to call in artillery support or maybe a guided missile would be very cool. I would keep it very restricted, for example only one artillery strike available, to prevent the team from just leveling the town with explosives. To tie in with this, maybe have a limit of how many civilians can be killed before the mission fails, so the team has to use the fire support wisely. If you put the civilian kill limit in the mission, please put it in the briefing so we know how careful we need to be. About the civilians though, one time when we were playing, we saw the task fail without any of us firing a shot, so I assume the AI killed them somehow. Is there a way to make it so the task only fails if BLUFOR kills them? Another thing about the civilians I noticed was that the civilians seem to be a part of the BLUFOR faction, and are being identified as friendly soldiers, like rifleman, when we look at them. Are they BLUFOR and not civilians? Oh and a minor tweak for sweep would be to make the helicopter use the landing type where it hovers just above the ground and keeps it's engines on for faster insertion. I'm guessing the script now is using the "LAND" command and not the "GET OUT" command now correct? We've played a few of the other missions too, and some are good and others are only ok in my opinion. I haven't really said anything about them because they work well and I can't think of any changes for them at the moment. One thing I can think of is in Blackout, I don't see why it's two teams of two instead of one team of four. I can see wanting to prevent them from seeing each other's icons, but you can always just set that in the server difficulty settings. The mission was also surprisingly easy for us even after being detected pretty early on. The AI aren't really a threat because they can hardly see us. Adding NVGs for them would probably make the mission too difficult, but maybe adding more lights would help? The area had very few lights, so it was very easy to stay in the dark. Do any of the Arma helicopters have searchlights that could look for players? If so that would be an awesome way to make being detected more difficult. I'm also curious about a couple of the features that you advertise in one of your missions. You mentioned, "Increased weapon lethality; 1-2 shot kills are now the norm." Did you actually adjust enemy hp values, or did you just not give them fewer vests. I can't recall how many of them had vests but I didn't see them have too many. The other one you mentioned was, "Fix for ridiculous AI accuracy on dedicated servers; their skill will be the same as in SP or local MP." What exactly does that mean? Is that issue endemic to playing on dedicated servers, or does it have to do with certain scripts? I've been getting more into mission making, and I've only used the 2D editor, with minor scripting in the init lines of certain units and triggers, and I haven't run into super accuracy when playing on my dedicated server (my client and server are on the same computer). Does it have anything to do with the skill slider for units? I saw your post about it in the thread for your evade and survive mission, but it's been almost a year so I'm not sure if anything's changed. To tie into this, the wiki shows the old server profile settings with skillfriendly, precisionfriendly, etc, but according to this those are replaced by the command aiLevelPreset. From what I understand with your post, I shouldn't be able to adjust the AI's difficulty on a dedicated server. I'll try boosting the AI level preset to see if it makes a difference. I might just start a thread about how the AI settings in Arma 3 and how they work and all that. I'm so confused on the AI difficulty settings and this really needs to be sorted out.
  7. I can't wait to see this come out. I love the old Arma 2 maps, and having the vegetation being fixed is a big thing, kudos to ThreeDots for that. I'm wondering though, it seems like CiforDayZServer is doing all the work now, I thought you guys were a team? Is there nothing they can do to help finish this up or is it all up to him?
  8. Very nice. I hope to see those changes soon. Although I just got an idea: why not have the sniper choose from two loadouts? One with the Mk18 and one with the M320? One more thing I forgot to mention in my last post was that I think the team should also have one of the carrier gl or carrier special chest pieces instead of the tactical vests. The mission is very combat heavy and it makes sense that we would go in with some heavier armor. Also another thing you might want to consider adding is a spotter for the sniper. I've played other sniper missions and adding a sniper really adds to the atmosphere and is a lot of fun. Maybe give the spotter a laser designator too to help the assault team take out the MRAPS? And I can see what you mean about the medical system, yeah, but considering Arma's already a very tough game, I think sometimes it's necessary to make some compromises to avoid the mission from becoming a complete death fest. To be honest when I play with my friends most missions end in failure anyways haha. However, I'm sure one could always just play the mission with ACE and that would do the trick for fixing the medical system wouldn't it?
  9. This is a nice little mission pack. I've been playing these with my friends and have been having a lot of fun with them. It's nice to see missions designed for small groups of players that run well and aren't bugged to all hell. Seriously, my friends and I have played so many buggy ones it's ridiculous. Our favorite one currently is Sweep, but there's a couple things I would like to see changed on that mission. The assault team really needs some more gear, with the most important one being ARCOs or MRCOs. You're often dropped pretty far from the city, and it's difficult to engage the enemy with just holo sights. I would also like to see the entire squad or at least the squad leader given a rangefinder. It would really help us plan our attack better. I think adding a few more first aid packs would be useful too. You only spawn with one IIRC, and the helicopter only has a couple. More smoke grenades would also be very useful. I also think that the sniper should only spawn with the M320. The Mk18 isn't even a sniper rifle and it is very difficult to kill enemies at very long ranges with. I'm also not sure how much control over this you have, but sometimes the helicopter flies right over the city, causing it to get shot down very quickly. It seems to happen most frequently on coastal cities. Another thing I'd really like to see on the mission pack in general is an inclusion of a medic. The lack of respawns or a revive makes the missions very difficult, and while that isn't a bad thing, not having a medic either means you can never heal a teammate to full health.
  10. I'm looking into exploring other options, so I'm wondering how would I use this script in my mission?
  11. Thank you for taking the time to make these scripts Grumpy, however I'm still having trouble figuring out where exactly to put that code. Do I simply put it in the chopper's init line?
  12. So, I'm not sure if this a bug or not, but on a dedicated server when I'm running just the 4 pbos, they show up in the "loaded addons" section as normal. As shown here: http://pastebin.com/pDTdBV1t. However, If I use it with other mods (in this case with the RHS mods and the all in arma terrain pack), only CAPlants2 shows up in the "loaded addons" section, as shown here http://pastebin.com/dHmV1W3y. However, in both cases I can see all 4 of the vegetation pbos in the "list of mods section". Any idea why this is happening?
  13. cyprus

    co10 Escape

    Yeah I changed my server .arma3profile to add the aiLevelPreset and that seems to work. I'm still dying pretty quickly at close range, but I'll experiment with different values. I'm definitely not dying in 1 shot 99% of the time when I get hit anymore, and that's good. That's really annoying how the official wiki makes no mention at all about the aiLevelPreset, and still uses the "skillfriendly, skillEnemy, precisionFriendly, and precisionEnemy." The lack of documentation for somethings (server settings especially) is extremely frustrating. Thank you very much for that information Sodien. I'll have to see if changing that affects any of the other missions I play. I've noticed that debug mode is always on for all players, even though the default is set to off. We can still go into spectator mode, and the camera and everything. I'm also more than willing to help test version 1.7.4. I would very much like to help with that. I have a group of about 6 players that I could also bring to help test. Lastly, I think you guys should really consider adding support to the Bystrica map. I played escape roy on it with some friends, and it was really fun. It has some really cool towns that are great for urban fighting. The giant river on it is also adds some naval combat to the mix, which doesn't really happen on the other maps so much. It's also a bit smaller than Chernarus (which I would say is the most similar terrain to Bystrica in the All in Arma terrain pack), which is good for smaller groups of players.
  14. cyprus

    RHS Escalation (AFRF and USAF)

    I've noticed that on all M240 variants your left hand is placed right where the magazine is, leading to some clipping errors. The M240B and M240G also have invisible magazines. The only thing showing up is a small part of the belt that feeds into where the magazine is supposed to be. The magazine is showing up on the M240B (CAP), but the 50 round mag is the same size as the 100 round mag. Is this intentional? Also, I've noticed that the 9K38 doesn't produce any lock-on warnings on the AH-64. Are lock-on missile launcher supposed to produce lock-on warnings on air vehicles? Lastly, is it ok if I report stuff here, or is it better to use the feedback tracker?
  15. cyprus

    co10 Escape

    Any updates on 1.7.4? The AI skill bug really kills the old version for us unfortunately.
  16. As I said I'm not sure how to make the script execute when it is near the player. I'm still very new to scripting in Arma 3. I have an ok understanding of what tools I need to use, but I just don't know the exact syntax to make a script work. The wiki has been helpful, but only so much.
  17. That looks useful, however I'm still confused on some things. I just realized that making the helicopter go near the player might be tricky with the way I want it set up. I realize I can use getposatl and a search and destroy waypoint to make the helicopter fly towards the squad's position, but how do I end the waypoint and make it execute this script when it sees the smoke? I'm not really sure where to put your script either. Also will that script only work if the squad leader throws the smoke grenade? Ideally I'd like it to be anyone in the squad, and not just one player. Does the script already work like that?
  18. cyprus

    RHS Escalation (AFRF and USAF)

    Oh ok, awesome. Looking forward to the next version of RHS.
  19. cyprus

    RHS Escalation (AFRF and USAF)

    Thank you. That makes so much sense now. I've been having this issue for so long. All I did was put the line "rhsusf_c_troops" in the addOns section of the mission and it loaded. Is this issue already known, or should I put it on the feedback tracker?
  20. cyprus

    RHS Escalation (AFRF and USAF)

    I posted about it earlier, but I never got a reply so I'm gonna post about it again because I'm still getting the issue. If I try to load a mission that uses anything from RHS, the mission won't load on a dedicated server. If I enable community base addons on the server, the mission loads fine. What happens exactly is that I select the mission, and I can choose the class just fine. I'll start the mission, and the mission will fail to load, and the server console shows an error saying I'm missing "rhsusf_c_troops". However, when I look at the rpt file, I can clearly see that rhsusf_c_troops is being loaded, so I don't know how this could be happening. The mission loads fine without cba on a listen server. I am running both my client and server on the same computer, and my server and client share the same folder, so the addons are being loaded from the same place. I tried moving all server files to a different hard drive, but that did not fix my issue. Here's the mission.sqm for the test mission I made; all it has is a single NATO rifleman, and a single M1A1: http://pastebin.com/bdT0MEX3 Here's an rpt of me trying to load that mission WITHOUT community base addons: http://pastebin.com/u6gg6dZW Here's an rpt of me trying to load that mission WITH community base addons: http://pastebin.com/ZZpbwsVn
  21. That's actually very interesting. That makes some sense, but that doesn't quite explain why it only happens when I try to run one of these missions on a dedicated server. I get no problems on a listen server or in the editor when I run them without CBA. Can you run my test mission without CBA on a dedicated server? Here it is again http://pastebin.com/Bj7ipKgt
  22. If that is the case why does enabling CBA (only on the dedicated server, I've tested and running it on the client is not necessary) fix the issue and allow missions with certain mods to load? I'm getting this issue with more than just RHSUSAF, as I've mentioned before.
  23. You're completely missing the point. The version doesn't matter. These missions should be loading without CBA. CBA is somehow being required by missions that don't use cba or any mods that are dependent on CBA. I don't know how this could possibly be happening.
  24. I've been running into a very strange issue where I cannot load certain missions that use mods on a dedicated server, unless I turn on CBA RC4, despite none of the mods I'm using needing CBA. Some of the mods I've had problems with are CAF Aggressors, RHSUSAF, RHSAFRF, NATO Russian SF Weapons, and SOCOM DEVGRU To demonstrate this, I made a mission in the editor that uses a single vanilla playable blufor rifleman and an empty M1A1 abrams from the RHSUSAF mod. This should not require CBA RC4. If I try to load the mission with only RHSUSAF loaded on the client and server, the mission will not load after pressing continue on the character selection screen. I'll get an error that says, "15:46:21 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. rhsusf_c_troops." If I simply enable CBA RC4 on the server, the mission will load just fine. Here's the mission pbo http://pastebin.com/Bj7ipKgt Here's the server RPT when I try to load the mission with just RHSUSAF on the server and client http://pastebin.com/SyeXdeVe Here's the server RPT when I try to load the mission with RHSUSAF on the server and client and CBA RC4 on the server http://pastebin.com/sbL6XcRv I've gotten this issue previously, and it seems to happen off and on. Can anyone confirm this behavior on their system? These missions load just fine without CBA RC4 in both the editor and in a listen server, it's just a dedicated server that's the problem. My server and client are on the same computer on the same hard drive in the same folder. I've tried having the server and client in separate folders, but that didn't help.
  25. cyprus

    co10 Escape

    Hmm interesting. I figured something was up with that. I normally play with a modified .arma3profile file. When I deleted it and let the game create one and tested with that profile the issue seemed to be reduced. If you don't mind, can I see your .arma3profile file for your dedicated server and test with it? Here's what mine normally looks like:
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