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MH6~SPARTA~

1-Gerousia
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Posts posted by MH6~SPARTA~

  1. I don't think the M119's that start on the map can be repaired. They also can't be destroyed, they just become inoperable. I also am having problems lifting them with a helicopter. Sometimes they lift and then release at the very same instant. I think this happens only after their damaged but I could be wrong.

     

    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.

  2. Thanks for your comments, they're more than welcome.

     

    For my part I want to establish a fixed routine for when I command. This will keep people busy all the time. I would like to use scouts more. I look at the map and develop a plan typically involving moving through cover to a vantage point then attacking through that point. But sometimes that point is useless, poor cover, uphill or something else that weakens the attack force. Scouts would quickly identify the best entry points.

     

    I will establish an SOP for when I lead, so that regulars will know what to expect from me. As I said I like to get people in the air and on the move for the next town asap and only establish initial LZ's, then work from there. Given that the LZ's invariably draw enemy, players will often be engaged pretty quick.

     

    Speaking of regulars, we have to accept that people come in with varying degrees of gaming experience so we have to be loose enough to be able to accommodate them, without letting people compromise the overall game.

     

    I have reflected on the mortars and I will not use them anymore when I command. Their ability to drop unlimited rounds onto a target reduces the infantry to mop up, which isnt the point. I think we should move to veteran.

     

    Lightspeed, you and others have suggested allowing only medics to revive players, I am inclined to agree, whilst I am sure this can be scripted we should consider just making it a rule.

     

    Also I like Durkas pilot rule, Pilots are rotated on the hour, so the same guys arent flying all the time. This should give everyone that likes to fly a chance.

     

    List of Rules (to be developed)

     

    No flying of aircraft except as transport or observation.

    No MHQ

    No Armour (friendly or captured)

    No mortars (unless the loadout is limited)

    Only medics can revive (anyone can revive a medic though)

     

    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.

  3. One more thing you can do, is change the Platoon leader (what's the reasoning behind the extra guy anyways?) and Arty/Rescue operators to Force Recon Commanders instead of the officers.

     

    Oh, and making the MV-22 act like the C-130 and be able to carry vehicles/statics as well as the "Start/Stop Jump" button.

     

    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

     

    Unsure if this is a bug or just a trait...

     

    Ammo box loadout. The box contains a single javelin missle, only 2 AA/DP rounds for the SMAW, but 10 or more of M136 rounds. I understand the need to limit gear available in the field, but could a few more SMAW/Jav rounds be left in the crates?

     

    Or---is there some time limit before the box is 'refilled'?

     

    Also-the M136 round takes up 6 ammo spaces in your kit. Is this an easy fix?

    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.

  4. Xeno Has also stated that he will do one last, last, Last patch.

     

    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)

  5. 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. :lol:

     

    Still, if anyone has a particular headset they absolutely love or one they would love to have, let me know about it.

  6. After loading an M119 into a salvage truck, bringing it to a setup fire base, I attempted to unload it. The salvage truck was in the way so I decided I'd "cancel unloading static" after canceling the M119 disappeared and was not put back into the truck. I'm not sure what the respawn time is on the M119's but it also didn't respawn back at base, pretty much it disappeared off the face of the game. A glitch or am I missing something?

     

    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

  7. MH6 I think you are doing a great job. So in the typical fashion of progress, here are a couple of my thoughts and things I've heard others say that I think would be nice to see...

    • Bug-> Fix salvage truck unload static inventory bug
    • Bug -> Investigate Ammo box appearance on map (not consistent)
    • Bug -> some get locked in back of Osprey and cannot eject/get out/HALO without respawn
    • Bug -> garbage collector to clean up dead bodies after 2-3 hours or something
    • FARP -> spawn a non-military form of travel like a Bicycle or motorcycle
    • FARP -> Add Lightpole for nighttime with an on/off switch. spotlights are a bit much if pointed within.
    • AI -> Increase AI logic - Like the tactical night last week where infantry used smoke grenades, flanked, and used more cover
    • AI -> air-dropping armor in addition to infantry
    • Missions -> More main missions that involve holding city during counterattacks
    • Missions -> More use/need for boats
    • Gameplay -> Add ability for engineers to flip a vehicle that is on side.. kind of like a forced respawn to same locale.
    • Gameplay -> Map parameter to limit the teleports/parachuting to force behavior to vehicles/walking.
    • Gameplay -> Option on death to disallow revive from others
    • Gameplay -> more non-military vehicles at base (bikes/honda civics) so people don't use repair trucks as a quick drive.
    • Gameplay -> Squad size / Allow for everyone to be in the same squad.. or start everyone in same squad instead of Delta/Alpha/Bravo/Charlie
    • Gameplay -> more static options like the MG Nest or Mortar emplacements. How about a deployable bush for snipers?
    • Gameplay -> Some way to keep track of TKer's better on the score screen or something.

     

    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 :lol: Maybe something else perhaps?

     

    Nope, have definately righted a flipped MHQ without having a repair truck. Whether it was as part of the "repair & refuel" sequence I can't be sure but there was no repair truck.

     

    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.

  8. No prob. How did you fix the manual artillery, though? Only thing I could do was use an action menu to reload the rounds in order to get the target artillery menu to function :(

    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.

     

    I thought the lack of ability to spawn at the FARP was on purpose based on our request to enable troops that are reinforcing casualties (basically the idea behind respawning) to airlift or paradrop in ??? I also thought we were going to ask to have teleport totally eliminated or at least "switchable".

     

    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).

  9. Not sure if this is a bug or a nice to have feature, but the Salvage truck can demolish the FARP anywhere on the map, it does not need to be near the FARP.

     

    I had the demolish range set extremely high for debugging purposes. I'll lower it back down.

     

    Ok bud, I could only use illumination flares.

     

    Maybe it should be only engineers that can pick up the salvage trucks

     

    If you are redoing stuff can we have the map start at 0900 please

    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.

  10. I am just writing down notes , I will edit this post as I find stuff.

     

    Ammo boxes dont show on map

     

    I had trouble hooking up the tractor to the C130 (inexperience on my part), so I just barged it around. I did manage to get the tow menu when I tried a second time

     

    Whilst flying the C130 I couldnt see the flares when deployed

     

    Choppers cannot pick up salvage trucks (unless tricked) or at least not consistently (Actually only engineers can pick them up)

     

    When you die you cannot respawn at the farp (only base mhq1 and mhq2) but you can teleport to base, then to farp alpha or bravo.

     

    -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.

  11. 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:

    User posted image

     

     

     

    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
  12. lol zeno. Before I had to leave, I told Custard to tell you to use it! As for the grass, I turn it on sometimes during regular dom because it looks more real and challenging. That being said, it was really cool during one of the night missions looking for the enemy by their muzzle flashes. Very spot on. If we could get the grass to stop enemy from seeing through, it would be perfect, although I didn't notice any enemy spot me when I was buried deep last night.

     

    We'll definately use the C-130 more often, possibly when MH get's the new version of Dom enacted. I'm looking at using the C-130 exclusively for some towns, with "pathfinders" paradropping in ahead of time to take out AA. That's a little ways out, though.

     

    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. :(

  13. 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).

     

     

  14. Anyone ever fire a GSG-5? There are no outdoor ranges within an hours driving distance of me (so I wouldn't get to fire my AR-15 very often should I buy one) and someone told me the GSGs can at least be fired at indoor ranges. This same person sold their AR-15 because he never got to shoot it. Though if I had known him when he sold it I probably would have bought it. It only fires .22LRs and I've never really been a fan of the MP5 look but at least I'd be able to fire it at the local indoor gun range.

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