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ptpau

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About ptpau

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  1. ptpau

    Farooq's Revive

    Firstly I have to say this revive is still working flawlessly for me in all my MP missions, I am not sure why people are having problems with it. Anyway the purpose for my message, I would love to add the ability for the script to globally call when he goes down, something like "Player X is Unconscious" Us players that play together all the time will just yell it on TS but I would love to see when new players on the server go down so we can revive them and hopefully show them more of the team player aspect of the game. So if anyone can have a peek at the "FAR_deathMessage" area and guide me in adding this ability in.
  2. I absolutely love this, you guys have made it a pleasure to create missions, I can whip up a TAC mission in and hour or a full blown Domination mission in a day, Good work guys and keep it up. PS: eagerly awaiting Version 7 to whip up a Isla Duala Dom and bring back some fond memories of the map.
  3. I am loving this again, the ai calling in artillery is a useful tool, one thing, I would love to tone down the smoke throwing, basically every single shot I make on an ai he throws smoke on his way down. I do not wish to turn it off because some smoke is definitely an addition to immersion but they are throwing way to much.
  4. Cool, great to see you sorted it out and agreed it has been a real great addition to any mission I have made.
  5. Coming here and being rude is most certainly not going to get you the help you want. If "copy the COS folder into your mission folder" is a mystery to you I feel you probably need to do a lot more reading and research before attempting to edit/create a mission.
  6. Thank you I have been waiting eagerly for this version with random AO spawning, A couple of questions: I have found, which I can not track down is randomly I have 2 AO's spawn first up when mission starts, this does not happen all times but is quite frequent, I did actually fire your test mission and it did the same thing. If I use a destroy an object as mission objective and someone sneaks in and destroys it the AO is still active with all enemy but the mission is complete, my question do these enemy delete at any stage or are they going to be adding up populating the map. Again thank you for getting this together it is awesome, primarily I will be using this for quick TAC mission building but I will put together a large PUB mission first to test and integrate my own scripts into it, which you have made so super easy to do, great work guys.
  7. ptpau

    LEA - Loadout Editor for ArmA 3

    Dedicated Server, Coop Multiplay, the loadout on my players and the loadout manager on my ammo box are running and acting flawlessly, Just thought you would like to see a positive response for a change ;) A semi related question I hope you or some clever person reading here may help me with, I used the load VAS profile for a week or so prior to me removing that from the script as I run a pretty tight inventory but during that time one of my players loaded a profile which includes a uniform I do not wish them to use, MY question is there any way for me to reset the profileNamespace so it removes the LEA profile that he uses on the loadout manager with the restricted gear I wish him not to use.
  8. May I say this is the best and most complete the script has been, smoke is being used, flanking manoeuvres are back as they were, the getting up from unconsciousness is much more realistic and have left it on now, shamefully I have yet to have the enemy demo my building (but I will keep tempting them) Back to adjusting communication distance now so there is someone left in the AO when we attack rather than every enemy coming to us. Unlike the gentleman above the enemy do flank in smaller groups on my mission and I personally feel the broken smaller groups is the strength for me as we continually find ourselves being caught in crossfires from 2 or 3 directions where normally having them attack in a large group allows us to lay down some artillery or well positioned grenades takes them out. I guess to some extent the ai will react differently depending on mission parameters ie: is it a domination or insurgency or tactical type mission so you will never keep 100% of people happy as we all want something different from our missions. As much as I want some realism in my game my primary need from anything I add to a mission is to make it more fun and more challenging and sir you have done that for me in this script. As someone mentioned above, helmets are not coming off and the downing system is not working in a dedicated server environment, I will do some communication testing tonight to see what is happening there.
  9. This will be great, I have actually went back 2 versions because the ai actually were more to my liking back then and they still pop smoke, Also the fastmovers and choppers will actually attack ground units, awaiting your latest version with baited breathe. Keep up the great work mate.
  10. respawnButton = 0; in your description.ext disables respawn button available on escape.
  11. Warn distance is the only parameter I have played with a lot, because if I leave it at 1000 the whole AO empties and comes to the side that we are attacking, basically leaving no one in the AO including enemy that were supposed to be garrisoned in buildings, but with adjustment I am sure I find the happy medium. This would be fantastic, as A3 AI in general seem to be very hesitant to fire a mortar so any help in this area will be much appreciated, it most certainly creates much more immersion when those 80mm shells are dropping nearby (or on your head) Keep up the good work mate, honestly I could just not go back to vanilla ai after this so please continue polishing this up.
  12. This latest update seems that I do not see AI popping smoke any more, what are others seeing? also they appear to be acting quite differently ie: seemed to be taking a little more time to react on contact, I am yet to decide if it is a better different or not.
  13. I am receiving the same error, screenshot attached.
  14. I am glad you added "in your opinion" as by the squad breaking up as it does it allows them to start flanking you as they do and "in my opinion" their flanking manoeuvers are one of the best parts this script and the real game changer for me. Once a squad is contacted breaking up and laying fire on you from different directions to me seems like a great tactic rather than all sitting in a bunch waiting for my grenade or artillery. As far as suppression many times if I do not exactly where enemy are exactly I lay down suppressive fire in the general direction which usually results in them ceasing fire. Maybe there could be improvement in that area but don't really see too much of an issue. We all have the right of our opinion and I just felt I had to offer mine as well as I would hate to see this script change dramatically from its path, as much as there could always be improvements I love it the way it is.
  15. I am running a fully populated mission and receiving this error, it is showing no ill effects but this error pops up randomly, I did not see this error on the last version, only since this release. And I mirror others views, it would be impossible to go back and play against AI without this script now.
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