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bek

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Everything posted by bek

  1. bek

    RHS Escalation (AFRF and USAF)

    You can now ungroup yourself from the default squad (which is your whole team) and form your own squads using the vanilla dynamic groups (U key) I'll add this to the F1 menu soon. Once you've played it once hopefully that becomes clear though. I'll look into adding more to the map to make it more obvious. (edit: added lines between sectors) Yeah I think I'll turn on friendlies on map so you can get a better idea what's going on (edit: done). At the moment the first mission on the server is an infantry-only version; to avoid troubles with the vehicles not respawning when the owner dc's or respawns before the deserted distance kicks in; this seems like an oversight with arma's vehicle respawn module. I've temporarily added more vehicles to the second mission in rotation (RHS-PUSH-feres).
  2. bek

    RHS Escalation (AFRF and USAF)

    Another small server update: Added vanilla group system (U key) Removed M2 RG-33L from push-lakka Changed rush-terminal to push-terminal-inf (inf only version) I'm also on the server right now (For next hour or so) if you want to jump on and check it out.
  3. bek

    RHS Escalation (AFRF and USAF)

    Thanks to all who jumped on the test server and gave the missions a spin. To answer some questions I saw come up: Vehicles: Different missions have different amounts of vehicles. In PUSH, only the attackers have a main FOB with respawning vehicles (including heli's). Since defenders spawn near the active objective, they don't need vehicles, but they are provided with some non-respawning vehicles to escape in if they lose the point and have to fall back. If armed vehicles are present in the mission, they have a limited quantity. Use them wisely! Defender spawns might need to be moved closer to the objectives though. In RUSH both teams have main fobs, but the attackers might have a slight advantage in vehicle count or type. However, as they cap more objectives, they progress further towards the enemy fob, allowing the enemy to reinforce the objective quicker. Once capped, objectives cannot be retaken by the defenders. Objectives also need to be capped in (alphabetical) order. Vehicle Respawns: Vehicles at for have respawns, but as mentioned above, armed vehicles have limited respawns. All respawning vehicles, excluding the Mobile Respawn (which can be any vehicle and will be parked on a Helipad (Rescue)). But mobile respawns are only present in PUSH maps. Defenders on PUSH have the single-use vehicle at their spawn. edit: It seems the vehicle repsawn module is buggy so if you respawn before the deserted distance respawns the vehicle, it won't respawn, unless someone new gets in and then abandons it by moving >100m away. I might look for a custom vehicle respawn script. Stealing enemy vehicles: There isn't anything really stopping you doing this in real life, but I suppose if it gets out of hand I might make vehicles locked for enemies. I see it as extra incentive to 1) protect your vehicles or 2) disable and capture, rather than simply destroy, enemy vehicles. Tickets: Open to any input here, as I haven't been able to test with lots of players on. Perhaps if you're in a game that ends, note what the final ticket count and average playercount was; that should give a good idea of who has too many tickets. ATM it's 2:1 for attackers:defenders. JSRS: I'll think about adding it to the server; in the mean time, try Dynasound / Enhanced Soundscape if you haven't already. It's an excellent sound mod.
  4. bek

    RHS Escalation (AFRF and USAF)

    Mini-announcement time: We now have a public game server! And we need your help giving it a test. The sever is running some PvP missions (No AI) made by myself and a friend. These are 32v32 infantry-focused missions in two modes; Rush and Push. These are sector-control type matches; the attackers need to capture objectives in order; once the last point is captured the attackers win. Either team can win by reducing the enemies tickets to zero. Attacker's start with a ticket advantage, but this needs to be balanced as it's hard to judge without a full server. In Rush gamemode, both teams have a main FOB where they spawn and access vehicles. In Push, only the attackers have a FOB; the defenders spawn near the active objective. Vehicles are mostly unarmed or lightly armed and armoured. There are some lightweight features like earplugs and squad markers included; these use the F-row keys. F1 opens the help menu. I should stress that these missions are very simple and should be easy to jump in and enjoy, without having to familiarise yourself with new mechanics or UI elements. APEX is not required, nor is any other Arma 3 DLC. While the sever is in testing you will need the to use the following password to connect: rhspvp As you can see from the link above, you only need RHS: AFRF and USAF to play on this server, but you can also use Dynasound 2 and Enhanced Soundscape (with CBA) if you wish. Feedback and bug reports should be reported in the usual place (feedback.rhsmods.org) under the 'server' project. If it's a mission-specific bug (Like vehicle placement, zone problems, bad spawn etc) please make a note of which mission it occurs on. You can see the name of the active mission in the map. Known Issues: 1) Sometimes when joining an in-progress match, you are not respawned on start, so you're stuck on debug. If this is the case, use Escape -> Respawn to get to the proper loadout selection screen. 2) Vehicles won't respawn if the owner respawns (or DC's) before reaching the deserted distance value (> 100m), so they either need to be reclaimed/destroyed or properly abandoned, for now. 3) F2 health display always displays 100 4) Squad Leader rally spawns are currently disabled If these missions are popular I plan to expand them to include the other factions (GREF and SAF) and try to make more SQM's and gamemodes. Currently there are six missions on rotation; this will increase to eight with the release of Arma 3 1.70. If things go really well we might also look at getting a TS for the server and allowing TFAR or ACRE. We can also try to arrange some play-with-the-devs events at some point. If initial testing goes well that password will be removed. So tell your friends, tell your enemies, tell your neighbours, and most importantly, tell me if you find any bugs (using feedback.rhsmods.org)
  5. bek

    RHS Escalation (AFRF and USAF)

    I'm mr. meeseeks, look at meeeeee Anyone know if the white paint on the engraved EKP-8-02 text is a US-import thing? Some references have it, some don't.
  6. bek

    RHS Escalation (AFRF and USAF)

    The new sounds are also created by Laxemann.
  7. bek

    RHS Escalation (AFRF and USAF)

    AFRF GREF USAF SAF
  8. bek

    RHS Escalation (AFRF and USAF)

    If you want to see more pics of the AK-74 variants I've been working on, I just uploaded the project to Artstation. Though if you spot any flaws it's likely too late to correct these ones, but I'll keep it in mind for any future stuff.
  9. bek

    RHS Escalation (AFRF and USAF)

    The launcher lets you set a custom directory for mods. Which I thiiiiiiink just makes a symlink.
  10. bek

    RHS Escalation (AFRF and USAF)

    Yes. http://www.thefirearmblog.com/blog/2016/04/28/green-ak-furniture/ There are probably better non-eng sources
  11. Hi, Having problems with getting the next mission in the rotation to properly start once the debriefing begins. Once that happens and you get the screen with "Your team won" retry/abort (where abort returns you to the lobby), players can return to the ended mission's lobby by hitting disconnect. The next mission only begins once all players have "disconnected". This is really bad. So how can you force the next mission to correctly begin? This seems like such a basic functionality and yet I can't see any default function that does this. Thanks for any pointers.
  12. bek

    RHS Escalation (AFRF and USAF)

    yeah grips don't affect weapon recoil, just inertia (and add to the weapon's total mass). The inertia reduction from those grips can be adjusted but like you say dragon01 it needs to be in the middle point between pointless and OP.
  13. bek

    RHS Escalation (AFRF and USAF)

    Don't you have to use addMagazineTurret for that?
  14. bek

    RHS Escalation (AFRF and USAF)

    This has been fixed, so next RHS update you should be able to use Mi-24/Su-25 just fine. Related bugtracker entry: http://feedback.rhsmods.org/view.php?id=2933
  15. check what reward parameter you're using
  16. Sounds weird. Grab the code from github and try without modifying anything. Or try opening arsenal with the debug console and see if you can load gear from that.
  17. the default reward in params.hpp is full arsenal, which works for me.
  18. here are some RHS missionFactions I put together, might need tweaking here and there: http://pastebin.com/UEcaT32Z and also you obviously need to set up their values in the params
  19. bek

    RHS Escalation (AFRF and USAF)

    If you're playing multiplayer with people running different combinations of mods/versions, you're going to have a bad time.
  20. I'm curious about that too, I'm not sure if playerCount affects just the number of AI that spawn, or also the difficulty of the missions — or if we have to complete X number of missions before different types start occurring. Also trying to port the mission to Taunus with your instructions on page 2, but it doesn't seem to be working. As far as I can tell the locations I've exported to the taunus.hpp are fine (had to remove the odd duplicate entry and remove german special characters to stop script errors on loading in), but the missions don't start and I'm unsure why.
  21. bek

    RHS Escalation (AFRF and USAF)

    Speaking of MCLOS; has anyone recorded any crazy shots they've managed yet? If you've seen Baker's video where he hits an Mi-8 on the move, there's your gold standard. I'd recommend spawning in an ammo truck behind your BMP-1d when practicing :P
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