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MH6~SPARTA~

1-Gerousia
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Everything posted by MH6~SPARTA~

  1. Wow, that C-17 cargo bay is fucking big. And I still need to get some people to help me test it before I'm comfortable putting it on the server, but it's pretty much ready now, I think. There are still a few minor fixes that need to be done but they should be relatively easy.
  2. Ya'll think the memory leak is because of all the dead bodies right? I actually wrote a script to hide & delete them all, and am going to execute it every time a new main town pops. Haven't tested it though, but it should work...in theory.
  3. Nice! So long as the server supports custom sounds, everyone will hear them, as it uploads the sound files to everyone. That's why I reluctantly deleted my Fortunate Son sound clips, it made loading take 10x longer But damn if it didn't make helicopter infils that much more epic.
  4. I'd love to parajump out of one, personally. Edit: Ran across a Tow Tractor script someone posted on the BI forums, so I threw it in the map. Has the exact problem I mentioned a few posts ago, in that its like the C130 is welded to the tractor instead of rotating freely about the connection joint. But ah well, works well enough.
  5. Damn, wish I could ride in one. That'd be badass. New bug fix: Airdrop choppers should no longer freeze in mid-air, and on the off-chance they do, it will reset their position to over the drop zone and force them to drop.
  6. I'll see if it's possible, but I think that's something that can only be done in a full-fledged addon as opposed to some map scripts. Would love it though, so I'm hoping I can figure something out. I'm sure ya'll are tired of all the aircraft changes, so if anyone has something they'd like to see for infantry/ground vehicles, let me know. P.S- I removed the password from my test server so anyone can hop on if they'd like. I thought it was a LAN only server but I guess not . Keep in mind it is a test server that is constantly being changed, and it's hosted on my shitty second PC so it may be a little unstable.
  7. Love those angel flares. I wish I could make the in-game ones look a bit more like those, but I'm afraid so much smoke would cause some insane lag. Oh, I actually found a way to destroy trees using script commands, so I lowered the explosive power of the BLU-82. This should help eliminate client-side lag but still allow it to fulfill its purpose. It could still be used as a weapon, but it's nowhere near as lethal anymore. At the moment it's akin to a couple Mk82s. The end result is a nice circular clearing in the middle of a forest. Since the BLU-82 is not so devastating anymore, I'd like to include it in the Sparta server's map, if that's cool with you guys. I've also setup a system for flares so they'll deploy automatically whenever they detect an incoming missile. Though they can also be fired manually if needed. That way you have some protection when trying to airdrop cargo and can't actively fire the flares. I'm also thinking about adding green/red lights and a message signifying when to parajump. Basically the pilot would be flying towards the target, and when the plane is over the drop zone, he hits the Jump button. Red light goes green, cargo ramp opens, and the script writes "Go, go, go!" to chat. Once the plane has passed the drop zone, ramp closes, light goes red.
  8. I'm down. That's 3PM EST ain't it? Edit: Then again I may working today, we'll see how it goes.
  9. Yeah I can delete one of em. I wouldn't really consider a BLU-82 a carpet-bomb; though I do have to create multiple explosions in order to take down trees effectively (why they took trees out of the 'nearObjects' function is beyond me...if that method still worked I could have one relatively weak explosion but still clear out a lot of trees). Still, it's only real combat use would be to take out stationary targets, such as D-30 installations or structures. Or were you referring to the MLRS? My ultimate goal with the C-130 was to be able to deploy an entire Forward Operating Base, anywhere. Since, personally, I would like to see less "park the MHQ outside of town and run in one by one" and more "deploy an FOB a couple clicks out, and assault in co-ordinated groups using ground transport with armored vehicle escorts and manually operated artillery as support"; but that's just me. Thanks for mentioning that, as I had forgotten to set 'mr1(2)_in_air' to true when the MHQ is being transported by C-130. I could just leave that variable to false and see how it works, though. I have a feeling it will leave you plummeting to Earth without a parachute. If ya'll really do want to HALO out of a MHQ in a flying C-130 though, I can easily add the functionality. P.S.- Nice videos Morgan. I use that attachTo command for sticking vehicles in the C-130 cargo bay, but attaching weapons on the outside is kind of ugly looking tbh. Otherwise I may have made an AC-130 Spectre already.
  10. Runs fine here, and I'm hosting my ded. server on an old ass Pentium4. Since there will only be two C-130s at any given time, nothing I've added can occur in such a frequency or amount as to strain the server. Even dropping a stream of 10xBLU-82s doesn't hurt anything. There is a minor FPS drop on the client side of things though--that's quite a number of explosions happening simultaneously, after all. Still, if I include them in the live version, they will be restricted to a few times per hour. Also, the M270 MLRS is fucking badass (it's working now). Still need ya'lls input about whether you want the daisy cutters in the live version or not. I'd love them personally, if for no other reason than to be able to clear a forested area.
  11. C-130's can now also deploy decoy flares in addition to illumination flares. These decoy flares will attempt to misdirect any inbound AA missiles. Countermeasures are lovely...
  12. Yep, that's why I added the ability for the pilot to manually rotate the C130. Basically it just spins on the spot like a tank. It's lame I know, but it works well enough, and you only ever really need it for the 90-degree taxiway turns. The only way I know of to truly fix the C130's turning is to change 'wheelSteeringSensitivity', which can only be done by an addon, not a map. Let's hope Bohemia might actually change that one variable themselves next patch... I could try to make a tow tractor or something but I doubt it'd work very well, as there's no way to attach an object to another and allow rotation at that point (like a trailer hooked to a truck). So, when the tractor moved, the aircraft would kind of swing out behind it like it was welded to the tractor instead of hooked to it. Edit: Oh and I added illumination flares. It dispenses three flares at three second intervals, and they're quite a bit brighter than the regular M203 flares. The end effect is pretty sweet looking.
  13. Will do. I think that's something Xeno has already fixed though, wish he'd just release the damn thing.
  14. That could work. Oh, and I had an interesting idea today. Here are the results. BLU-82 ("Daisy Cutter") deployed over target from a C-130J Hercules Moment of impact Smoke begins to clear A 328ft-diameter clearing Plenty of room for an LZ! (The two X's mark the edges of the clearing) I would like to include this in the Sparta map (with a time limit restriction, say, once per hour), but I know some of you guys dislike air support. Still, it'd be useful for creating an LZ where it'd be otherwise impossible to land. We could even deploy the C-130's cargo after and setup a FOB. True, it could be used on a town, but aside from killing infantry it doesn't really do much damage (and again, it'd be once per hour or so). Whatchu' guys think? Edit: Oh, and I also added the option to HALO jump instead of ejecting normally (normal eject = immediate opening of a parachute that you can't steer--sucks when you're above 600ft). So now the pilot can fly the C-130 above 10,000ft to protect itself from AA fire and the troops won't be stuck parachuting for 20 minutes.
  15. Anyone got any experience setting up Arma2 dedicated servers? 'Cause I need one for testing purposes and it's being a right pain in the ass. Edit: Nevermind got it working. Had to put the ded. server on a separate PC, just wouldn't work having both client and server on one.
  16. If you want to make urban maps, you'll need to make your own buildings--or import old ones from Arma1, or maybe find some to download. I hope you understand this won't be easy. However, if you can show me a finished map, I can set it up for Domination.
  17. Yeah I tried that, didn't work too well. I may try a different method later on though. As for the ammo boxes; that's because they're client side. I also agree with Morgan about the AI causing instability. Seems like whenever I have an AI for my squad leader, weird shit starts happening.
  18. Welp' made some progress. I gave the C-130 pilot the ability to rotate the C-130 in small increments to compensate for the fact that it can't really be steered manually. I also added HALO support to the cargo drops, and will soon add it to the players as well. The pilot can set the altitude he'd like the cargo parachutes to open at; this way the C-130 can stay up high, out of range of the AA guns, but still be able to get the payload to the ground quickly. There are some restrictions to what you can load into the C-130 though; you can load a single vehicle and up to five additional static weapon emplacements (howitzers, mortars, etc). The vehicle will be visible in the cargo bay but the static weapons will not. So, with a single C-130 we could quite easily deploy an entire Forward Operating Base wherever we need it. The cargo can also be dropped selectively, one at a time (you choose what to drop), or rapidly, where the game picks for you. The latter option is for deploying your entire payload over the intended target without having to click a bunch of times. I think I'm addicted to modding ArmA now.
  19. Yes and no. At the moment I'm trying to figure out a work around to fix the C-130's horrible turning radius. I don't know what BIS was thinking when they made it, but it can't turn for shit (and is nowhere near realistic). Can't even taxi onto the runway. It can easily be fixed with an addon but I'm trying to fix it in the map (and the addon fix won't work if I try it in the map code).
  20. Why would it start crashing all of a sudden? All I did was remove a few elements from an array; I'm guessing it's either the server or just Domination. Oh, and the map was changed to an older Domination map last night. Has it been switched back? Edit: Also, the Sparta Veteran server (which is using SMFix map) looks like it's been up for quite some time.
  21. It was a bit faster, but I don't recall the exact numbers. I do prefer the Sahrani towns to the Chernarus towns though.
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