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MH6~SPARTA~

1-Gerousia
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Everything posted by MH6~SPARTA~

  1. Paradrops as in parajumping from mainbase/cleared towns or as in from a C-130/MV-22 (which is currently bugged anyway)? The former can be disabled by the admin via map parameters. As can MHQ/FARP respawning and teleporting.
  2. The 'smoke' is Willie Pete a.k.a White Phosphorous. While it could theoretically provide a smoke screen, you wouldn't want to be around it when it went off. Though, I think because of the way it's modeled in the game, you can run through it after detonation and it won't kill you--just don't fire it on top of friendly players.
  3. Yep, been a problem for as long as I can remember. That's something Bohemia would have to fix if I'm not mistaken. Basically, if the turret on the M119/D30 is pointed down, it is damaged beyond repair, even if it doesn't look completely destroyed yet. Hell, a few stray MG rounds will put a M119 out of commission, which kind of sucks. Once damaged in any way, choppers will not be able to lift it.
  4. No mortars? Ah you're killing me. That was the most fun I've had in a while. Also, they don't have infinite ammo. They have 8xHE 8xWP and 8xIllum. That doesn't stop you from dismantling, then redeploying, however. So I think I'll set it up so that once you deploy, you only have about 20 seconds to dismantle it again. If the mortar is deployed for more than 20s, you will not be able to deploy for another 5min. This should hopefully keep people from abusing the 'redeploy to get ammo' bug (I'll admit, I did it too), but still allow you to quickly deploy and dismantle a few times to make sure you have line of sight, a good terrain slope, and can reach the intended target. To compensate for this change, I think a few more HE rounds would be needed. 16xHE rounds would be enough to take out marked targets but not enough to saturate the entire town (or even a quarter of the town). So that would be 32xHE total for a 2-man mortar team; so equivalent to a single M119 with weak explosives. Thoughts? Speaking of which, while we did have some good spotting last night for the mortar teams, we also had long periods where no one was communicating with us (though I suppose that's just the nature of artillery). And for those of you who do spot for artillery, please, please acknowledge that the rounds have hit and whether they are on or off target. Some people did this, some people did not. Not being able to see the impact and having no one announce them is both annoying and generally results in ineffective mortar fire. Edit: And yes, veteran mode would help. I for one am guilty of mortaring spotted troops/emplacements/vehicles on the map without them being relayed by a FO. Generally these have been D-30s though, which I think is the target mortars should be taking out. Once D-30s and other static weapon emplacements are down, mortar teams should pack up and rally with the main squads in my opinion. They can always redeploy closer if further targets requiring artillery are revealed. After all, mortars have a minimum range of 100m.
  5. Four digits for a headset? No thanks. Thanks for the input guys! I went and bought a G35, and it's damn nice. I love the distant boom of artillery rounds even more now.
  6. The Platoon Commander could originally build bases from the ground up, RTS style. This included anti-air radars that revealed enemy planes, which was pretty useful. It had a lot of potential abuse however, so I scrapped it. I just haven't taken the unit itself out yet (he can no longer build though). Yeah the MV-22 will be outfitted with similar abilities to the C-130 These are changes introduced by Xeno in Domination 1.09, which my map is based on. Not sure about the M136 inv. space, haven't messed with that code any.
  7. Yeah I know. That's why I don't really want to spend time fixing the regular domination bugs because he's probably working on them already. So I won't be messing with the backpack or garbage collector bugs. (Well maybe the garbage collector, once I fix some of the other bugs specific to my map version)
  8. My trusty Logitech headset (cost about $40) is beginning to die on me. The right speaker is no longer functional, and the left side of the headband is split so the left speaker rotates freely (bad). This has made it difficult to understand you guys on teamspeak by the way (some harder than others), so sorry if I ignored or otherwise seemed disinterested towards someone. So, it's time to replace it! So far the Logitech G35 is the only one I'm interested in, but if anyone knows of other high-quality headsets for ~$100 (Dolby Surround Sound support preferred, either hardware or software), please let me know. I can really only use USB headsets because onboard audio sucks and I can't shell out the cash for both a nice headset and a nice sound card (~$300 total for quality parts). Logitech G35 I can definitely see me using those three programmable buttons on the side to speak with individual squads/channels in Teamspeak. The fact that the G35 is one number away from being one of my favorite weapons helps too. Still, if anyone has a particular headset they absolutely love or one they would love to have, let me know about it.
  9. Sweet, though I'm sure it's expensive as hell. (but I'm too lazy to actually look up the price)
  10. This is a side effect of a known and already fixed bug. Has to do with unloading statics and not handling the arrays properly; I changed the array to contain object references instead of names, but some parts of the code were still fetching array elements by name, which mucked things up. Edit: Main post updated
  11. Haha no doubt it would. With this game's AI though, probably wouldn't conceal you any. :/
  12. Great list! Some updates: FIXED: Bug-> Fix salvage truck unload static inventory bug FINISHED: FARP -> spawn a non-military form of travel like a Bicycle or motorcycle IN PROGRESS: Bug -> Investigate Ammo box appearance on map (not consistent) I'll definitely try and implement the rest (esp. the do not resuscitate idea), though I'm not too sure about the sniper bush Maybe something else perhaps? Yeah there is code in there to flip it without a truck nearby, but it doesn't seem to be that effective in determining if the vehicle is in fact flipped. I'll rewrite it so it will hopefully detect it better.
  13. I got to see this in action yesterday, and I must say it looks spectacular.
  14. For the MLRS you mean? Instead of having it in the action menu, I just replace the ammo with the correct kind upon vehicle creation. I have a script that will run whenever a vehicle is created, and that's where I put all my setup code (like if vehicle is MLRS, clear out ammo and add correct kind). Now, if you're talking about the Target Artillery bug that plagues all artillery, I just had to call " [_veh] call BIS_ARTY_F_initVehicle;" for each one upon creation. I do believe I'm the first one to fix this too, as I could find absolutely no information on it. I ended up tearing apart the modules.pbo file that ships with ArmA 2 and examining the Arty module line by line. Yes, some of us would like it this way, but I don't think we ever reached a consensus. I figured if I didn't add it, people would gripe that it wasn't there. Maybe I'll just make it a map parameter that you can setup at the beginning (like time of day).
  15. Updated primary post to reflect changes Edit: Thanks DrStrangLove, one less thing I need to do
  16. I had the demolish range set extremely high for debugging purposes. I'll lower it back down. Roger Edit: Oh and I missed that first bit. To use the counter-measure flares, just switch weapons and press the trigger, like how you would fire Hydras or missiles in a Cobra.
  17. -Will look into ammo boxes. -You have to line the tow tractor up in front of the C130s nose, and both should be facing the same direction (C130 will be attached to the back of the tractor) -Illumination or counter-measure flares? Illumination flares will be invisible during the day. They have no model, they're just light points, and light points only render at night. -I'll look at the salvage truck bug. (It's actually a bug with Domination itself) -Intentional, I just didn't add the buttons to respawn at FARPs. I'll go back and add them.
  18. Had to make a quick bug fix, which should (hopefully) be the last. Packing and uploading, will have the link to Zeno in a minute. Edit: Sent.
  19. The last thread is too freakin' big, so I shall begin it anew. I'm done with all of the changes I wanted to make (so far), and would like to know if any of you have some ideas that you think could enhance the game for us. They cannot involve new models unfortunately (so brand new vehicles and weapons are out, I'm afraid ) , but can be anything to do with gameplay mechanics. Here are some of the changes I've made so far. Added C-130J, and gave it the following abilities: Can now carry and airdrop vehicles and static weapons Can deploy both illumination and counter-measure flares Can deploy a BLU-82 "Daisy Cutter" Easier to coordinate parajumps (and can HALO) Added FARPs Maximum two can be deployed by Salvage trucks Can rearm/repair/refuel both ground and air vehicles Players can respawn/teleport there and has a flagpole so you can teleport/parajump elsewhere. Includes fully functional field hospital, ammo box, and gun emplacements (even searchlights, for when Ivan attacks at night) Looks awesome (see below); even more so at night, as the helipad lights up. Added Mortar Soldiers Can deploy M252 mortars like a MG gunner can deploy a MG nest Fixed: Target Artillery bug. Now works for all artillery, all the time. MLRS bug (starts with wrong ammo) Airdrop Chopper "hover" bug. FARP Alpha: Note: M119s not included, but can be transported via Salvage Truck Note Dos: Weird thing in middle only appears while in editor. FINISHED: Gave MHQ ability to shoot smoke grenades Added mountain and motor bikes to FARPs Added "Respawn at FARP" buttons to revive menu Added extra parameters to map which admin can control: Allow/Disallow MHQ Respawns Allow/Disallow FARP Respawns Allow/Disallow Teleporting Allow/Disallow Parajumping Set time delay before parajump flags spawn Select number of M119s to spawn in base at start Select number of UH-1Y Hueys to spawn in base at start Select number of AH-1Z Cobras to spawn in base at start Select number of M1A2 TUSKs to spawn in base at start Add time delay to Parajump flags; should be controlled by parameter Players can now cut their parachute cords, and can even deploy a reserve chute Added new towns to capture: Novy Sobor Msta Lopatino Myshkino Sosnovka Pogorevka Kamyshovo Grishino Shakhovka FIXED: FARP Flagpole does not have teleport options for players (other than the one who deployed it) in the server when it is deployed (but it will if you rejoin) Ammo box markers do not always show up Parajump HALO does not work on dedicated server MLRS will now properly reload correct ammunition at vehicle service pad BUGS: Service buildings do not always repair correctly (is this still a problem people have been seeing?) TODO: Add cargo capabilities to MV-22
  20. Ported over my map last night by the way, will upload it to my Dom. thread soon. Also, I hate that I missed the C-130 drop.
  21. Had a great time ferrying troops back and forth to battle; reminds of my ArmA days. I definitely prefer non-MHQ maps.
  22. Yeah the convoy was fun. I still think more could be done, however. What I would like to see: A convoy consisting of Abrams, APCs, humvees, repair/ammo/fuel trucks, and some salvage trucks loaded with static emplacements (i.e. artillery). This convoy would drive to the middle of the map (or close to the enemy town, whichever), and setup a forward base of operations. Artillery would be deployed, fuel, ammo, and repair depots would be setup, and we could even park an MHQ there. So, say a tank is at Chernogorsk and needs to rearm. Instead of driving alllll the way back to base, he can instead make a quick stop at the FBO before heading to the next mission. After every excursion, the armored tank/apc convoys could also make a pitstop here, and it'd also give us a point to execute fire missions from. I would also like to be able to setup sandbags and fortifications, but that would require modding of the map. (Which is something I'd be willing to do if there is interest).
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