Jump to content

Mirudes

Member
  • Content Count

    148
  • Joined

  • Last visited

  • Medals

Everything posted by Mirudes

  1. Yes, you are right - no scripting is needed. Now figure out, what I am talking about. This is the first thing that can be fixed with the next Alpha-version: Count teamkills as teamkills and kick those players on the fly. That is the basic level where you can start at.
  2. How do they invoke this code? Through leaks, offered by the modding capability, custom faces, custom sounds and what so ever? Did you read my proposal: Arm3 online without all of this.
  3. When I look at the YouTube movie, where the "Admin" is using a second monitor for his observations (or was it cheats?) I am asking myself, for what is that PiP-feature in ArmA3? It seems like that every player have to turn "picture in picture" off, because it is wasting 50% of the performance. And on the other hand it is so obvious that this PiP-feature can also be used from cheaters and hackers for they own purpose. Better they take the PiP-feature out and and use in in ArmA4 ;)
  4. By talking about BI's responsibility, I fear that this discussion will lead to that point, where BI is going to say: - Sorry, no more mod-support for online gaming with ArmA3. You can use the game how it is, it will be digitally signed and protected with (let's say) BattlEye. -- Signatures are strong enough, we didn't even need BE anymore... -- (Because that's the actual status, Alpha release without BE). - If the player wants more units, there will be some fully supported official DLC's from BIS. -- Download, pay it and play it @ Steam online. - Steam could say, we provide you with more digitally signed (semi-official) mods, together with BattlEye or any other AC for a price of: $XX. -- That could be the end of the non-commercial modding in ArmA. - When you allow custom mods, you will have to play without BI's official signatures, and have probably no AC for support. Generally a weaker protection. -- That's the wilderness, where all the scum will come together.
  5. The benefit of a dynamic mission type is, that the player can play the mission again and again and it will never appear the same (replayability). In my mind another attribute for dynamically mission type is that you can script the amount of enemies proportionally to the amount of players. At startup, you often start to play a mission with only 6 Players, but you end up with a server full with 30 people. Keep the amount of enemy AI balanced to the number of human players, try to stay somehow plausible. I am aware, that only one opportunity gives you real randomness but the other suggestion is just pseudo-dynamic. The human brain and its memories can be tricked in such a way, that it is not recognized at the first view. And it keeps away the predictability from mp-missions, what is the main disadvantage of every sp-mission. In a mission you can randomize places, where the enemy occurs. Examples: - You have to defend the airport (or just a town), and the enemy spawns (enemy reinforcements, counterattacks), in every mission at different places. (*) - You have to destroy a enemy convoy (or patrol), the starting point end the arrival point are both random towns. - A sniper team must terminate the enemy warlord/gouvernor/drugdealer/(...) in a random town. You can also use templates, like the "Side-missions" in the Domination. Authentic enemy fortifications, bunkers, a camp or a mortar-site. When you have 30 Sidemissions predefined, you can randomly take 5 of it and use it for the actual mission. (*) Same goes for enemy squads, the enemy strenght can differ in every dynamic mission you play, one time the enemy comes with helicopters and parachutes, but the same attack with mechanised infantry will be totally different from the view of the player.
  6. So you are going to tell other people what logic is? You just take out one sentence -out of the given context- trying to defame people with another opinion. The point was: You could have used BattlEye for ArmA3, because the diagnosis of cheats are equal. Its just a different path and another name for the exe-file. If BattlEye is not able to detect some/majority of cheats, it is not well developed. What is BattlEye worth when it cannot even give a basic protection? How logical are these masterpieces in ArmA2/3 to you? All of it taken out of: BI must be provides the basic ANTI-TK system, not a script So, all of that seems to be logically for you? I feel sorry for you!
  7. These Idiots come as a swarm to a (so far functioning) independent server and one is just teleporting to a hill nearby and starts to teamkill in the base (without a playername). Meanwhile another one rides in a vehicle over the now growing amount of respawning squad mates. While some covered cheater is trying to steal the license keys from the gamers by using DDOS-attacking or much more worse. (You all know these "lags" when cheaters are around - guess what it is!) And after all without any consequences. These cheaters/teamkillers have a reason to do this all, they are even posting here in this forums for this reasons. Eventually they want that people leave the server and play on (weaker protected) servers, where the cheaters have the management (another clan). Eventually they cheat and teamkill, because they sell cracked games, sell stolen license keys, sell cheat programms, sell "better" arma-server-software or even have "better" (full administered) servers for hire. But actually, these suckers don't even have to change their nickname, they feel safe, because this game engine is still full with unlogical bugs. I think it is grossly negligent to release ArmA3 without any protection, when it is clear that all the cheats from ArmA2 are still functional. What is BattlEye worth when it cannot even give a basic protection? It is not like that the wheel must be reinvented. Use the knowledge from ArmA2. It's alpha? Come on guys, you can't be serious!
  8. When you have scripts running for this purpose, you have a weaker protection. Just because of the human factor (reaction time and so on). And the more scripting is invoked, the weaker it becomes. Because of complexity. You must set routines in that game for teamkillers and cheaters, where no server-admin have a influence. Some idiots have to be removed instantly, without any human intervention. I have a good example here, why scripts can be wrong: As we all know, the TKClan loved to blow up full Blackhawks for maximum teamkill. The result was a script, when one player placed a satchel at base (or near a Blackhawk), the player was automaticaly kicked. But occasionally, when the (non-teamkilling) players uses the standard-menu, the satchels are placed accidently at the chopper. Due to the amount of players, let there be some neewbees, due to players with a higher ping and due to some lag, probably due to some smaller cheats, the menuitem "Get in" is somehow fuzzy. The player had choosen the right item, but after it was used, there was another menuitem activated and executed. For example your switch to pistol or At-Launcher, reloading, Gear-dialog pops up, things like that. I have often accidently put a satchel next to teh chopper. Server-admins (or mission makers) using scripts against teamkills, and the player is punished because he hit accidently the wrong menu due to lag or netcode. Did you mention that the pilot of a crashed chopper receives negative points for the passengers who actually died in that accident? YES, things like that make it unnecessary difficult. That is not a natural law. It's a bug since Ages. It is a result of incompetence. Why? Because it degrades a normal player down to the level of any f*cking teamkiller or cheater. And it's time for the developers to take position now. Is BI on the side with us, who have supported this game for so long - or does BI sympathize with this scum? As a customer I feel punked. Since a very long time. It's enough now. Wakeup, Bohemia Interactive Studios.
  9. This thread was moved from the common A3 Alpha forum to the ARMA 3 - ALPHA MULTIPLAYER forum. The given example about the editor is no more current, because it was related to singleplayer-missions, but is still right. Same goes for mods, everybody loves mods and nobody want to miss it. But we don't have to start the discussion always at point zero again. It just doesn't makes any sense to repeat, how good the old times was. Because it was not all good. I remember a time in A2, when multiplayer was impossible due to the TKClan. In clear words: MP is a corefunction in A3 and it has got to work. Public. Until BIS tells the customers they have to be in a clan and play on pw-protected servers. The ArmA2 cheats are highly sophisticated, and they get optimised for A3 right in that moment. There are actually cheats for anonymous teamkilling, or worst case, they blame a innocent player for that teamkill. Who is going to tell me now, that TKilling isn't a BIS issue? If not BIS is going to fix it, we probably have Steam to take care about this problem. I don't know the arrangement between BIS and Steam, but they will surely talk about unofficial mods in the multiplayer then. So much about future Mod-capability@Steam. About the server admins: Most of them have my full respect, but as always, there are some black sheeps. When you still leave all the capabilities to the server admins, you will get cheating server admins. They will start to use "unconventional" tools. They have godmode on their servers, and allow their homecheaters to act at will. They can open backdoors and inject dangerous code to clueless gamers. They could probably force players to pay some money because otherwise they get a global ban.
  10. If they need to create a new class, according to idiots who started team killing and cheating, they have to do it. And in my opinion, the alpha is the time to test it.
  11. It has been said, that functioning mirrors can eat half of your framerate. In Toncis Video you can see, that the inside mirror of the vehicle was activated. I have already deactivated this option and I suggest to test it other way round.
  12. From my experience with missions on public servers, I can say that multiple objectives can even overwhelm the "casual player". For example, If you let destroy a gas station(*) by the players as first (random) mission, then all the gas stations are blasted in all other cities also, once they are seen, despite the fact that it is not a objective anymore. As sad as it is, it is easier to use always the same targets in each city. (Example: Domination with radio tower, occupy the bunkers, one sidemission according per city). In the case of the Insurgency, it would be ONE Ammocrate per town. According to the proposal, of having portable ammocaches: When one team manages to bring out the cache out of the town, this town starts to belong to the team, supporting it. When you bring the ammocache to base, you also receive a reward. (The principle of "Conquer the flag"). Once, when the reward was given, the ammocache can be either transported to other objectives again. Every team can keep the ammocache at the base, receiving content out of it. At the end, every ammocache gives you one point. When the enemy destroy the ammocache, even in your base, enemy make the point because of destroing it. You also can decide to destroy the cache at any time to make the points. There shouldn't be any other ammocaches availlable but only the ammocrate in the destination town. If it is in your mission to "liberate occupied towns", you can surely place randomised IEDs (Car bombs, mines and so on) that are only triggered by Bluefor and Opfor. (I have never heard about gre*k suicide bombers...) (*) That mission was like: We have found a enemy garage, where the enemy mount heavy machine guns on civic Jeeps. The garage is concealed as a petrol station in [random town]. Your task: Destroy that garage and use those technicals at will.
  13. OK, thx for the video on YouTube, now it is understandable for me. Believe it or not, I have never seen these popup-trees in A3 actually. At this time, I don't have ArmA2 installed, if it is a conflict or depending to the swapfile.
  14. I would say it is hardware related. If you can afford a SSD with E.g. 256GiB, it could fix the problem. That's enough space for Windows and ArmA3 together. It seems as if ArmA3 can address 8 GiB RAM now. About the settings, have you tried to lower your setting a little bit?
  15. In my second example, i was already one step further. I said "neutral" side, under the precondition that a player can kill such a guy without punishment. If the teamkill was by accident, this guy can put his weapon away and enter a (occupied) vehicle. It's just a constructive proposal, not a answer for the teamkilling-problem. I just want to remind you, since the game is contributed through Steam, you may get banned (and lose real money) when you kill a teamkiller (or repeat fire at a distance), just because the teamkillers are still listed at the friendly side.
  16. For me there are no more popup-trees in ArmA3. My observation is (A obvious example): When you look in the 3rd person view over your vehicle, the horizon starts to move a little bit away from you, before the view gets back to normal. My assumption is: Thus makes it possible to render the objects earlier, before they come into sight. So the visibility is a little more tolerant, never more like a line but like a "ring of sight". Anyway, they use a new technic, and the amount of popup-objects are close to zero here.
  17. It seems so that player names like "Administrator" and "System" are security risks. Bohemia Interactive Studios, can you fix this in ArmA3, please?
  18. Is Insurgency always about ammocaches? If not, you can also use ammotrucks, so the players can steal them and bring it to their base. Edit: When the fight of the groups is not only related to ammocrates, one could expect even a ambulance vehicle. Both sides can destroy it, but both sides can also continue to use it (teleport?). Or make the ammocaches portable. Edit: It would even better, when the ammocrates had have improved content over the time (Thermal scopes in the latter...). If one side manages to bring 3 from 5 caches to their base, they will win. Edit: In addition to the old victory condition, needing to destroy the caches, this sets the rebels in ability to rearm at a "camp". Rebels need a Headquarter, too. :) The balancing in the ArmA2-Insurgency mission made it very hard to play as Insurgent. Not every Player was commanding AI-Units, so it would be good to have some rules for equipment, depending on if and how many AIs you have.
  19. Understandable point of view. My suggestion was a Anti-TK-module. The benefit of a module from BIS is, that it is availlable in the editor. In online gaming, the module is configurable at mission startup. In my imagination the server admin can set at startup some punishments for teamkillers (or random actions). I can understand when a player accidently attacks another players from his own side. From the uniforms, it is hard to tell which side the player belongs to. Let's say you want to give new players a second chance: The first shot can pass and hit another friendly unit (but can't kill), the newb will be warned, more rounds will not hit this player again and can't kill him. Fire a weapon at friendly units nearby the ammocrate - friendly player gets wounded (but never killed) - switch teamkiller to enemy side - put all of his weapons back in the ammocrate - and wait what the now wounded Player does... Abusing a At-Launcher, AA-Launcher, satchel or mines: Suddenly small explosion - teamkiller dead - problem solved. Pull the trigger at a friendly unit - Jammed weapon - info the player - Player must fix the weapon (menu) - aim again on friendly units - looses all ammo - receive warning - [configurable (random) action] Here are two more major disadvantages in the ArmA-series: 1. That's how it actually is: When a teamplayer killed friendly units, he still can enter friendly vehicles like helicopters. As a side effect, all other players are running around their friendly chopper like dummies and can not get in. All good for the one teamkiller. Bad for all the other normal players, mission f*cked up, Thank you, Bohemia. This is a Gamebreaker, not only a bug. This is exactly the opposite of how it is supposed to be. It is a unbelievable failure in the game logic. You can not use 3rd party Apps like BattlEye or userscripts to fix things like these. Proposal: Certainly, it's the teamkiller who has to be left outside. When one player has already killed a friendly unit, he turns to enemy side (or whatever) and can not enter the same vehicle like the other players again. That one teamkiller have to put the equipment and the weapons down. Or Teamkiller, take a walk. 2. When the "normal" player kills a teamkiller, let it be in defense or protective, you will get punished for that. Proposal: Let's say teamkillers are switched to a "neutral" (undeceived?) party. If one teammate is going to kill the teamkiller, there will be no negative score (Or kick/ban) for that. On the other hand, if the teamkill was accidently, the teamkiller can still get a transport in a friendly vehicle. Edit: I was just trying to play a A3-multiplayer mission, when there was playernames with all blank spaces. All of these little things makes it unnecessary hard.
  20. The players who start at the ammocrate to kill their teammates, are idiots and should be treating like idiots. [snip]showing a black screen, disabling the keyboard forever[snap] That's a security risk. While online gaming, global keys like taskmanager have to work. Otherwise a hacker has full control over your machine. I remember that a cheater was using tricks like this (and black screen) at the players on the server. Better to take these functions out of the multiplayer. There is still use for these two in the singleplayer when the player should have no way to interrupt the campaign/sp-mission.
  21. A anti-TK-module, configurable from a small circle around the ammocrate or as big as the map. With some actions like loosing ammo, loosing health, teleporting and everything evil we can think of.
  22. Do you really believe that BattlEye from ArmA2 could not have been used for the A3Alpha? [ ] It's an Alpha [ ] Start as administrator Dude...:huh:
  23. Cracks Mostly the crackers modify the original software and disable some functions. KeyGens Often the crack comes with a Key-generator, which is capable to use the same algorithms and produce useable keys. The crackers/cheaters uses "trial and error" for to find a working key. It has been often said that the crackers are doing it as a sport or for a achievement but not for money. If there are working KeyGens, the developers use to have a whitelist of sold copies and a blacklist of already banned IDs. But any cheater with a KeyGen can create another Key (for the next mp-round) faster then any tool can detect it. Stolen keys Some criminals offer infested software to players (let's say a aimbot) and installs a hidden trojan virus which is capable to steal the game-ID from that player. You can find stolen keys on warez-sites for $5-10.
  24. Could be hardware related. Some routers are using a hardware firewall or other safeguards. When you open the gamebrowser, the modem wrongly detects a "flood" of attackers and closes the ports. Pls use some terms like "flooding" and "company name" for a research. Hope that helps Edit: In the multiplayer, check your filter, even for spaces.
  25. Mirudes

    Trying new control schemes

    I assume one can only adjust the Page Up/Page Down-function of the mouse wheel in Arma. Edit: You can test your mouse in the internet eplorer. Mousewheel use to be PageUp/-down and thumbkeys are forward/back.
×