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meatball

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Posts posted by meatball


  1. To kick up some excitement about my

    Altis on Fire entry, I've decided to run a simple little contest, and the winner will win a copy of the Arma 3 DLC Bundle!

    ss_6927954921b1ab1030b6d7b45528a100bd15e5dd.1920x1080.jpg

    The rules are simple:

    1. Record a gameplay video of you and your friends playing any of the Altis on Fire episodes / missions.
    2. Publish that gameplay video up on YouTube, make sure you include 'Altis on Fire' in the title.
    3. Post a link to your YouTube video in this thread.
    4. All videos must be posted here in the thread by the end of August (August 31, 2014 - Midnight GMT.) At that point we'll list all the videos, and let folks vote on the best one.
    5. Voting will last for two weeks and whoever gets the most votes by September 14th @ Midnight GMT, I'll buy them a copy of the Arma III DLC bundle on Steam and gift it to them.

    That's all there is to it...If you already have the A3 DLC bundle I'll buy you any other game on Steam (worth $25 USD or under) and gift it to you. You'll of course have to have Steam and need to (at least temporarily) friend me on Steam so I can purchase and then gift the DLC bundle/game to you.

    So fire up those recordings and let's see some cool Altis on Fire gameplay vids!


  2. Just wondering if anyone else that's submitted an entry into the contest is finding people aren't supporting entries b/c the process is a bit convoluted. In my case, I put in my entry in for the MP game mode category about a week ago and have about 22 supporters as of this time. Some of those are friends I directed to the site, but others are just normal supporters.

    While I'm happy there's 22 people supporting it, when I start to think about conversion rates, I wonder if there's something a bit too complicated with the process.

    - There's been almost 1200 views of the main thread for the missions(s)/entry.

    - There's been over 1400 views of the

    for the entry.

    - There's been 362 visitors and is 271 subscribers to Episode 1 of the entry on Steam Workshop.

    - There's been 51 visitors and 100 subscribers to Episode 2 of the entry on Steam Workshop.

    - There's been 309 visitors and 297 subscribers to Episode 3 of the entry on Steam Workshop.

    - There's been another 474 downloads of the Mission Pack over at Armaholic.

    So, while it's not particularly scientific, if you add everything up, that's over 3700 'views' of Altis on Fire through the forum, YouTube or Steam Workshop, 1142 'players' that have downloaded the mission through Armaholic/Steam Workshop, and with all those folks, only 22 people have gone through the time to go over and click on a supporters button.

    Most of the feedback I've been getting has been good and folks seem to be enjoying it, I'm just surprised at how low the conversion rate is between the amount of people that have downloaded/tried the entry and have actually supported it. It's not just mine either. The top rated SP entry that is published on steam workshop, Whole Lotta Altis has 200 supporters, yet there's over 26,000 steam workshop subscribers while the top rated MP entry that is published on Steam Workshop, Falcon 4 to Arma 3, has 64 supporters, with 490 subscribers on Steam Workshop.

    Anyone have any thoughts?


  3. I noticed a small glitch with the missions when downloaded through Steam Workshop. If you subscribe to the mission and then launch the mission from the "Scenarios" menu, it appears that the game tries to launch the game as a Single Player mission and shoves AI into all the other player slots, which can cause some problems.

    The AoF missions are designed to be played COOP/Multiplayer with 2-10 players. Regardless of whether you downloaded the pbo's or subscribed through Steam Workshop, you should always launch the missions through the Multiplayer Menu and set them up that way.

    I see a lot of people are downloading through both Armaholic and Steam Workshop, would love to hear about what you guys have been able to do with the missions or even some gameplay vids if you're enjoying them!


  4. I've figured out the 'error'. Partially my fault, partially the way Steam Workshop is handling multiplayer submissions. I did not have a single player selected as 'player' because my missions are multiplayer/coop missions and are built to be launched through the Multiplayer menu. Unfortunately, anything you download through Steam workshop is tossed into the players "Scenarios' folder, which may cause problems if the missions are not built to be played by a Single Player.

    BI/Steam, can you please set it up so COOP/Multiplayer missions published to Steam workshop actually launch as a Multiplayer server/game? I think I got a few negative votes because people tried to load the missions through the Scenario menu and it threw an error as it loaded in single player mode....


  5. Anyone else noticing something off with Steam Workshop all of a sudden? I've published a few multiplayer missions and some subscribers are suddenly saying it's showing up in their SP scenario menu, and they're getting a "No player selected" warning at startup. The mission is a MP mission, and I've had people download it over the last week and play it without a problem. Just seeing the comments about the error popping up over the last 24 hours and I hadn't updated anything in 3 days.

    I did just try to republish, hoping that would fix it, but not sure what the deal is.


  6. Anyone have an mp mission to share that has this working properly? I've got a ST mission to port from A2 and this is most definitely necessary for my mission :)

    All my Altis on Fire missions use it as well.

    ---------- Post added at 04:58 ---------- Previous post was at 04:56 ----------

    Has anyone figured out a way to hand off a variable to SHK_Taskmaster_add for the Task Name? Writing up a script that will dynamically create tasks, so I'll need to generate the task name in script.


  7. Clouds will change dynamically to keep up with changes in overcast.

    It's been a while, but I did a lot of testing/experimenting (there's some old threads around somewhere about it), and overcast/clouds actually act strangely. The rate at which overcast will change will vary based on your starting overcast and whether it's going up or down, there is not a linear rate of change across the entire spectrum. So for example, going from 0 to 1 will increase at a much faster rate than going from 0.8 to 1.

    I'll be honest though, I haven't monkeyed around much with this script in a while, and I know there's some new weather related functionality built into the game. Reason why I haven't messed with the script lately is that it works :) If it ain't broke, don't fix it.


  8. Cycle time for weather is a possible change every 20 minutes, and if you'd like, you can adjust that by tweaking the sleep values in the 'while {true} loop at the end of the script. Every 20 minutes a weather pattern will be chosen to move to from the current. Each weather pattern has specific patterns that it can move to. For example, if you look at the weather templates, say the current weather pattern is "Partly Cloudy", there's 3 possible patterns it can change to from that, Partly Sunny, Partly Cloudy (Again), and Mostly Cloudy.


  9. Really depends on what you want to do. If you want it to just be Heavy Fog through the entire mission, then I'd probably just not use the script and use the built in weather controls in the mission editor. If you do use the script, regardless what the initial weather is, it will update every so often. If you don't mind it changing, but always want it to start with Dense Fog when that's chosen, just change the "case 3:" line on line 130 to read:

    case 3: {rw2_Current_Weather = 7;};


  10. Hey mck. Sorry for the delay in responding. I'd almost bet that it has to do with the 'rw2Param' value in the main script and that it does not have the correct parameter number to match your parameters array. Unless you have the class initialWeatherParam as your first parameter in your class Params in your description.ext, you need to change that value in the weather script so it matches the correct one.

    ---------- Post added at 03:46 ---------- Previous post was at 03:44 ----------

    For those of you that are following this thread I'd appreciate your support in my "Altis on Fire" entry to the Make Arma, Not War contest. If you wouldn't mind, head on over to the contest page and support it if you like it!

    Thanks!


  11. New Version Update!

    Changelog:

    v 1.0

    - Zeus is now integrated into all three missions! The missions will still work fine without someone filling the role of Zeus, but it's now supported for those that want to use it.

    - The Virtual AmmoBox (VAS) has been removed the Force Recon mission due to popular request.

    - Minor tweaks to AI and some small bugfixes.

    Latest Version Downloads:

    Make Arma, Not War Contest Entry Page

    Armaholic Link


  12. Was messing around with adding Zeus into some of my missions and we ran into something strange last night. If a player takes the Zeus slot, disconnects, and then reconnects and tries to come back in and take Zeus again, they just get a Mission Failed message and can't seem to get back into Zeus.

    Any ideas?


  13. How would one force any AI created by scripts (EoS/CoS, AI Spawn Script Pack, etc) to be controllable by Zeus since they are generally not in mission at start for you to synch with the module.

    I'm guessing you might be able to add something into the script, but then if the Zeus slot is not being controlled, would it screw up anything?


  14. Well then, there are no actual mods that spawn anything in my missions. There are scripts like AI Spawn Script Pack or EoS that spawn units on the server/headless client, but that's it. The only mods that are running on the server are the A3 Map Pack/Addon Pack, CBA, ACRE and ASM. Wonder if it's ACRE related since that spawns new radio classes...


  15. At least in my case I have the Zeus Gamemaster module Default Addons set to "Addons present in the scenario" and it still drops out of the mission.

    Do you know if the addons/mods have to be _exactly_ the same on client/server? I do know for example most of us use STHud, but I don't have that running on the dedicated server, and I have Arma Server Monitor (ASM) running on the server, but none of the clients of course have it running.


  16. Be interested in hearing any way to do this as well. I'd like to add Zeus support into my missions that have a few mods as well, and I can load it up fine from the editor, but if I put it on a dedicated server and try to load in with some friends, the mission lets us through the role selection screen and then just drops out of the mission and loads the next mission in the list.

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