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Ophelian

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Everything posted by Ophelian

  1. At first i used this wiki page from BI to understand the skills, what they do actually. The AI skill module works the same as the AI skill in Arma in general, its a more accessible and simple interface to calibrate your AI skills. We now use bCombat server side (its in beta, it is said that its only for singleplayer but it does work very well on MP also) for AI skill. If you don't have anything else (i.e AI skill module from ALiVE) for AI skill, bCombat overrides defaults and handles AI no problem. We once forgot to remove the AI skill module and had bCombat at the same time... it broke the mission lol. So you can only use one at a time. Hope this helps.
  2. We hava a dedicated for Arma 3 and it only shows up on Gamespy, doesn't show on Steam. I was about to start a new post but found this one. My question: How do you change your server config so that it shows in Steam instead of Gamespy? We are getting closer to the 31st and haven't heard anything on the subject. The only info i found was in a post by Maruk ( http://forums.bistudio.com/showthread.php?175463-End-of-Gamespy ) and it says : "That said, direct IP connection to servers should work even after Gamespy services are no longer available." So do we just wait and it will "migrate" to Steam automatically? Or this is just if the person that has the direct IP to our server? I'm confused and can't figure it out.
  3. Ophelian

    End of GameSpy

    Anyone here has an idea as to how to "migrate" or "switch" Arma3 dedicated from GameSpy to Steam? Like getting the new IP etc.
  4. Played through the alpha and beta and had a lot of fun, its a good concept and i prefer "old" themes like this one compared to a futuristic approach like PlanetSide2 or even Arma. Is it just me or there is very few games covering WWI? Verdun is great and is a lot of fun with a squad. Recent patches did a great job to optimize and augment performance in general, they are making a solid shooter here.
  5. Are logistics ready/implemented on this release or it will be more towards version 0.7.0?
  6. Thanks to you guys! Added it recently, love it!
  7. Well you could make custom objectives for OPCOMS, in the FAQ the last question is how to make custom objectives. So using game logics, you put them where you would like the OPCOMS to concentrate more so to speak, like in my mission we have made multiple FOB'S around Fallujah and put game logics on them so that the OPCOMS know that these are objectives, they will either defend or attack these poins, and depending on witch OPCOM you have it synched you can then determine who defends, who attacks where. Hope this helps.
  8. OK thanks! I never experienced this bug in Arma 2 so i thought it was a new thing/bug with Arma 3. Awesome, like tryteyker said its not gamebreaking so its fine by me.
  9. We use this mod and its abselutely wonderful. I have however found that if you are seated in the helicopter and people roam around it (outside), they are "distorted" and look huge! I'm not sure if its because we use it on fallujah or if this is a known bug.
  10. Ill try to do it in a barebone mission before posting this as a bug, just to make sure its not my error. We do have our server well setup and database is linked correclty (8e Brigade Section, [8eBG]), ill check this out this week end.
  11. Quick question: Does the persistence option work in the profile module? I tried to enable it, in a local host it worked but on the dedicated it doesn't load any profile, CQB appears but there is nothing else. I use the database module also.
  12. Of what i know of the task system, they only put this as a temporary feature, it is not yet ready and it is WIP in the moment. Personally i don't use it, as you said its not random enough and spawns in the same order all the time. We use the Military intel module for the moment to give us some kind of objective, we aslo added FOB's and PB's around the map and added custom objectives with game logic (this setVariable ["priority",50]; this setVariable ["size",150]; its in the FAQ of the ALiVE wiki, define custom objective) so that the bases are disputed between the factions. It doesn't give you tasks per say but its better than nothing.
  13. Well i don't play King of the hill, didn't experience FPS drops server side when collisions like this are happening but i agree that there is some collision bugs that are quite annoying, like getting stuck at the top of stairs and you "ride a horse" in the air, getting stuck in ruins, door frames, even the walls in the fields can sometimes get you stuck. I'm not sure what is the culprit here, the engine, physX, i have no idea, but this should be in the "polishing" to do list of Bohemia.
  14. Ahh ok i see now, thanks for the quick reply. So for the CAS module we will wait, i am in contact with ARJay on skype so maybe in a month or so ill try to contact Gunny through ARJay if thats ok with you guys. For the intel i now understand how it works (friendly units that send it, i wasn't too sure about how it was generated), we do use it on our mission and it is set on high intel and its quite useful. We were hoping to have a more "static" intel but this one is fine for our needs. I did however add custom objectives to our FOB's and PB's so that Blufor and OPfor use them as objectives, and the intel does match the bases, so its quite nice. I will tweek our Blufor modules to send more troops to the bases so we can get a bit more intel. Keep up the good work guys! Thanks!
  15. I have two questions: -Is it possible to add a custom init in the CAS module to use a different kind of bomb? We have an F-18 and want to add another type of bomb but we don't know how to add the new bomb in the CAS module. -We are thinking about adding dynamic markers just like the ones used in the original MSO, where you have a dynamic circle that changes color depending on witch faction occupies it, we did try out the new modules like Military Intel and sector display but we we wondering if we could make simple circles around our main AO's that works with a trigger and a marker. Any suggestions on how we could make something similar?
  16. Ahhh logistics, this is THE feature i'm look forward to, had so much fun building our FOB's under enemy fire, just like in Restrepo. What objects will the first release use (i.e bunkers, Hbarrier, ammo boxes, static weapons) or it is still too soon to ask?
  17. Well the CQB module can be set to HC, we use it on our missions, very useful. The other modules use the profile system to spawn/despawn the units.
  18. Ophelian

    Custom ammo box in MP

    THanks Larrow for the help. Tonight ill add the corrections to my mission. So if i understand, my old code was influenced by the JIP clients, so the new one because it is in a "if" condition with the "isServer" it specifies that it is the server only that will populate the box? I'm a total noob when it comes to this and i'm trying to understand to the best of my knowledge. Thank you very much for the help!
  19. We have the same issue with laser guided rounds, we tried aiming before calling arty, aimaing after, but nothing. We also noticed that if we are a good 5 or 6Km from the arty (or further), the rounds will never come, we see that the arty recieved the order, sends confirmation of the fire mission, splash, rounds complete, and then nothing.
  20. With the upcoming 1.16 patch do you guys plan on releasing an update after this patch? Any news about features or modules?
  21. Ophelian

    no rag doll for mortar crews

    I thought i was the only one seeing this, i agree, the animation is either absent or too fast, there is no ragdoll on the crew of static weapons in general. Is there a ticket for this? Im thinking about the AI overhaul Bohemia is working on relating the animations and stances, could they kill two birds with one stone while they are working on this?
  22. I did have the same issue before 0.6, never figured out what did that though, it stopped after a while, don't know what happened.
  23. Im having an issue with the "red spheres". I have ALiVE, Bcombat, and a HC set up. Screenshot
  24. Well i wouldn't say "completely unusable", for something in Alpha stage i would say its quite functional instead. There is a lot of stuff behind ALiVE that we don't see that is quite "magical" i would say, and i'm quite satified with the actual results, compared to the original MSO in Arma 2, ALiVE does have a long way to go but i would say its an exellent start. For me, i will just plan ahead when initializing a map and just give it a couple of hours to settle before jumping in. Patience and humility is a rare thing these days ;)
  25. Im trying to figure out something with the CQB module. Once the mission has been initialized and that the CQB is shown on the map trought the debug, there is still a certain latency in the spawning of units. I have 1000 for my spawn distance and for some reason, like yesterday, we cleared a village, nobody home, and 200m further down the road the CQB initialized and spawned all the enemy behind us (witch was quite amusing... the first time). What should i do to troubleshoot this issue? My theory is that we did have 2 more instances of arma working on our dedicated server but neither of them are using alive, but could they be responsible for this "lag" in the initialisation of the CQB? And one last question, the task system on the OPCOMS, is there more options besides "on/off"? We played a bit and onlly two tasks were generated on Takistan. I know this is WIP and that its quite rudimentary for the moment so this is more of a curiosity.
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