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Hurtz72

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Everything posted by Hurtz72

  1. We lock the servers while the missions are loading to try to speed it up. When the mission has loaded and everyone is spawned in we unlock the server. Jump on TS and look for an admin if it remains locked. Note we may lock it as well when the player count gets high. This will be sorted in the near future and we won't need to lock the servers anymore.
  2. Ya we are having some performance issues with some missions so be patient we will sort it out.
  3. You can spawn on FO's and RP's that your team deploy, if they don't exist then you need to leave from Mainbase via vehicle\helo\foot. AFAIK will not be having a group leader spawn. BTW vehicles do despawn if left unattended, the vehicle will only despawn if left outside a certain radius of players for a determined amount of time.
  4. Thanks Tonic good report. We'll have a look at it.
  5. Thanks guys, we have identified some bugs but please post your bug report on the TB forums. Performance wasn't the best but once the servers stopped being hammered by misconfigured clients it settled in.
  6. Check the arma3profile section in the server setup guide below. Note that all difficulties levels are set to the same thing to avoid a voted admin from selecting recruit during mission setup screen. http://www.tacticalbattlefield.net/forum/viewtopic.php?f=34&t=343
  7. S&D is still a WIP but the mode is basically search and destroy caches where one team defends the cache and the other has to destroy it. Blufor will need to gather intel to get the cache locations. S&D it is in the Public Release but the missions have not been thoroughly tested. It's hard to test these large missions with only 40 beta testers. The mechanics are there and it's a hell of a lot of fun. There are still many features that haven't been shown in the screenshots so you guys are going to have a treat. Dr_Eyeball, TacBF Team and the Contributers have done an awesome job putting this all together. There are also plans to add other game modes in the near future. Hostages and VIP's maybe, AI I don't think so. Reminder that the release date is Friday December 6th. Come on over to www.tacticalbattlefield.net and join the discussion.
  8. We knew that the suppression effects screenshots / video were going to be a bit controversial until everyone sees it in action. It's not perfect but it works well and changes game play tactics for the better IMO. We can continue the suppression discussion when everyone has a chance to try it.
  9. Thanks Galzohar for looking into the wind issue and developing this script. We will seriously consider this for TacBF in the coming weeks. When you first showed me what you were working on it was just too close to introduce something new with the Dec 6th deadline we had for ourselves to release TacBF. Remember that TacBF is still open beta at this point and we are open to suggestions and contributions from the community to make it better.
  10. Note that we are doing maintenance/upgrades to our forums ... please try http://www.tacticalbattlefield.net/forum/index.php or http://www.tacticalbattlefield.net
  11. We are still looking for Official hosters to help with launch. See application thread here http://www.tacticalbattlefield.net/viewtopic.php?f=20&t=534 We currently have 2 official server instances running for 80+ players each, depending on demand we will need to add more.
  12. Hurtz72

    Multiplayer dying fast??

    For all the guys that are looking for organized team based PVP keep checking here http://forums.bistudio.com/showthread.php?163550-Tactical-Battlefield-A-PvP-Gameplay-Modification We are hoping to have news about a release date soon. Come join us at http://www.tacticalbattlefield.net
  13. Thanks for pointing that out St. Jimmy,the new forums are www.tacticalbattlefield.net and the OP was updated. We are still working on the graphic at the top of the forums so bear with us on that.
  14. Does anyone know of a script that you can use to disable the radio protocol in arma 3? This cannot be client side we need to be able to force all automated radio chatter off server side or build it into our mod. PVP doesn't work very well when ARMA 3 automatically has the squad leader calling out orders, auto spotting contact 500 meters away to human players and the other team can hear via direct. It's a dead give away. I was looking at MRB Voice Stop but haven't tried it yet. Anyone use it or have suggestions? http://www.armaholic.com/page.php?id=18879#comments
  15. Hurtz72

    How do I run Battleye on my servers?

    It might have something to do with spaces in your path I have 4 different battleeye folders because your server instances shouldn't be sharing a beserver.cfg file as the file is dynamic when the server is running. beserveractive1234.cfg or something random like that. BEFolders BE1\Battleye BE2\Battleye BE3\Battleye BE4\Battleye Each server has the BEPath=c:\BE1\Battleye in the startup parameters. -bepath=c:\Pathtobattleyefolder the same as you would do for a mod to start -mod=@mod. The path to the battleye folder cannot have any spaces. Something like this -cpuCount=4 -exThreads=7 -profiles=xxx -netlog -BEpath=C:\Battleye_SRV4\BattlEye -name=xxx -config=server4.cfg -port=2302 -maxplayers=100 -mod=@CBA_A3@VTS_Ballistic etc EDIT: I thought this was in the ARMA3 Forums so disregard.
  16. Welcome Jimmy, we hope to be able to have news about an open beta release date real soon. For everybody else the forum sign up is now public and you can auto-register so come on over to www.tacticalbattlefield.net and join the discussion.
  17. Jump on TS and we'll walk you through it. ---------- Post added at 19:28 ---------- Previous post was at 19:23 ---------- Jump on our TS and we'll help you sort that out. Ratso ... good to see ya man.
  18. If you want a consistent experience then you play on [Official] servers only.
  19. Thats good to know ... thanks for replying Savage.
  20. I've read through this entire post and it was a good read. One thing for sure is that ARMA has a diverse selection of missions and a diverse selection of players. Me I like PVP but don't mind the occasional COOP. I've played wasteland and dayz and they are both great missions / mods. I've also played a lot of other mission / mods in the past, ACE, PR Arma 2, UO etc. These mods / communities have more structure but I've never seen anyone been asked to refer to anyone by rank but I have played on servers that require you to listen to orders and do what the CO says. To answer the question in the OP, Wasteland and Life appeal to the mass amounts of people who discovered ARMA when DayZ became popular. The ARMA experience is what you make of it. To each his own. For the guys interested PVP, teamwork, easy to join game that gives structure but doesn't go over the top then check out Tactical Battlefield A3. We've been doing a lot testing lately and hopefully we'll have something to release to the public in a relatively short amount of time. It plays very good now in Attack and secure and Attack and defend modes but we still have a few things to sort out so no official release date has been set. It's going to be a lot of fun and can't wait for everyone to see it. http://forums.bistudio.com/showthread.php?163550-Tactical-Battlefield-A-PvP-Gameplay-Modification http://www.12thmechanised.com/forums/
  21. Doesn't the equal mod required = 1 in the server.cfg file do this?
  22. I think I remember you JamieG from back in the early days of PR. I've been beta testing the TacBF mod and it's coming along nicely, it's going to be epic.
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