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GooniversalSoldier~SPARTA~

5-Spartiates
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Posts posted by GooniversalSoldier~SPARTA~

  1. Also if you're thinking the Kiowa isn't befitting of Carrier ops the Kiowa helped out in surveillance ops and other operations in the Persian Gulf both wars ;) Be cool to fly recon ops

     

     

    Can i have a C-130 on the deck to use?

    Thanks in advance.

  2. Just read at Armaholic that Xeno brought out an updated version of Domination.

     

    I had a look at the changelog and it is really big.

     

     

    Changelog:

    v2.01

    - fixed ACE artillery operator not getting Call Artillery action

    - corrected fsm build

    - fixed kb related problem

     

    v2.0

    - MHQs must get deployed now before someone can teleport or use the other features, boxes can still be dropped

    - You should search the bodies of dead main target mission units (officer, other units), maybe you'll find some usefull information that will help you (not available in the TT version)

    - A few more main target missions

    - Added some more sidemissions, now 50 sidemissions in the normal version

    - SAT view (from Vienna) added, available at MHQs

    - Added SADARM to artillery

    - Artillery uses now some of the effects from the ARTY module

    - Artillery action menu is now also available in vehicles for artillery operators

    Wrecks of vehicles you've got for solving sidemissions, etc, will now get deleted after an hour (default) if nobody brings them to the wreck repair point, can be changed or disabled in the server lobby

    - Winter weather from ruebe added, depending on the weather conditions it may snow, there may be fog on the ground and colors look like they do on cold days (too much rain = no fog and no snow)

    - Mission now takes place in November instead of June like before (needed for winter weather)

    - Blood and dirt hit effects added

    - Replaced team Echo in all non ACE west versions with a CDF team

    - Added vehicle hud. Chopper hud fixed and colors changed

    - More features can now be changed in the lobby (parameters), all in all 63 parameters that can be changed depending on the version

    - Camo nets get spawned for the initial vehicles at base

    - Dom uses now kbTell/BIS talk system to broadcast most of the serverside messages (including speech for some messages)

    - Admin spectate completely rewritten (much much faster now), to end it press X

    - Admin lock vehicle feature fixed

    - Automatic teamkill kick added. If a player reaches a specific number of teamkills (number can be changed, default is 10) he gets kicked automatically. If the player then joins again and does another team kill, well, immediate kick, and so on...

    - Added admin dialog for logged in admins, accessable via Status Dialog. There an admin can reset teamkills and ban or kick a player. The position of the player is shown on an embedded map control plus some other info.

    - TT version enhanced (should be completely bug free now including side missions, me hopes :-)), capturing camps is now available in the TT version too

    - TT version points system changed (points can be altered in i_common.sqf, d_tt_points)

    Random number of camps at main targets

    - As long as the anti air radar at base isn't destroyed you can track enemy air movements on the map

    - Net code completely rewritten (event based). Dom itself now only uses one publicVariable

    - Internal vehicle handling rewritten, initial base vehicles/choppers are initialized completely different now

    - Markers are now created on the fly instead of using editor placed markers

    - Almost all call compile formats removed and replaced with either missionNamespace/object getVariable (specially in the revive version) or with better coding

    - Revive uses event based net code too (own system) instead of millions setVehicleInits like before

    - Removed all AI chopper/plane start positions, they are now created on the fly based on island config sizes

    - Reading in description.ext class Params optimized, mission variables are created on the fly from description.ext class Params by writing them into missionNamespace

    - Headbug fix now also works on LHDs

    - Artillery used by AI enemy artillery observers fixed and particle effects added

    - Getting points for transporting other players in the Ranked version fixed and optimized

    - Same for ranked vehicle check

    - BIS_Effects_EH_Killed, BIS_Effects_AirDestruction and BIS_Effects_AirDestructionStage2 replaced with versions without setVehicleInit (can be disabled in the lobby, it will surely break addons like WarFX which I can live with as I don't use them :-). No I won't answer why but there is a reason why)

    - BIS HALO code transfered to sqf, added sound during freefall

    - Mando missile version removed, nobody played it

    - Player to player message system will now add new received messages while the dialog is still open

    - Code for showing player names above a unit optimized

    - New TeamStatusDialog version added (cleaned up and optimized)

    - Player names now also get stored when a player leaves a server. A message will show up if a player connects with a different name including a log entry into the server rpt

    - In the TT version a warning message shows up if a player switches sides

    - Corrected saving autokicktime in onPlayerConnected

    - onPlayerConnected uses an object now to store player values instead of an array (with UID as key)

    - Destroyed AI vehicle handling changed (no more replacement with a new destroyed vehicle, only dead crew inside vehicle gets deleted immediately)

    - Many files changed, removed, rewritten and optimized, more precompiled functions and scripts

    - Internal folder structure changed

    - Cleanup of all files plus more macros

    - FSM decompile info gets removed during build for smaller FSM sizes in the release missions

    - Developer version plus dom_maker included in the download file. For dom_maker you just need the - - FSMCompiler from the BI Developer Tools

    - Plus gazillions of other changes, enhancements, optimizations and bug fixes that would simply break the post

     

    Are we going to be switching to this version?

     

  3. Damage levels are all part of ACE 1.0 stable.

     

    Using enemy assets has been turned on and off and tried many times. Unfortunately, the red text to determine if a unit is friendly or foe is based on the asset type, not who is in them.. so team kills are always high when people mix/match. As such, its a map level parameter and could be voted/changed, but by default armor and air are turned off. This also means that the opfor human players cannot enter their own assets.

     

    God id hate to see what would happen in Opfor got their drivers licenses.

  4. Check this out guys...

     

     

    Air Force to launch X-37 space plane

     

    The article is pretty lame, but the fact that they're finally testing out new types of "shuttles" is great.

     

     

    This bad boy is probably going to be carrying space marines up to break enemy satellites in a few years. I doubt it will ever carry a civilian, as the project is already going black.

     

    All the contractors have gotten pretty secretive, as we were doing some work on the project early on. Now those same people have "never heard" of the X-37.

  5. i think there will be enough :)

     

    tanks with miniguns FTW!!

     

     

    I will be on later if the west coast crew wants to do some tac. Im happy to lead it if need be.

     

    Otherwise we can con Delta into doing it.

  6. When the server has 30+ people in it air doesnt make much sense, but when there are 10-15 coordinated air support does make sense especially in ace. I especially like the LGB on fast jets used with the soflam from the ground.

     

     

    agreed on the player levels.

  7. Considering how many times me, bigworm and vapor got annihilated, I'd say no, it wasn't too easy for us on the ground. Not try to say the annihilation was your fault, the new AI is a tricky som'bitch.

     

     

    Ok. I really enjoyed being the good old eye in the sky during these runs. Might be something to consider for tac dom...though the ROE would have to be fairly solid to keep it fun.

     

    Glad you guys enjoyed it.

  8. This past weekend in the ACE2 server i was running air support in the cobra. We were maintaining over-watch on the ground forces as they advanced on several AO's and was wondering if people found the level of air support sufficient, or was it too much?

    We tried to keep our targets limited to armor and infantry called for by the ground forces, but did engage T.O.Op around the ground forces when possible.

    I just want to be sure im not making it too easy for the ground pounders. ;)

     

    comments?

  9. Funny you note that, Fleepee's campaign that I'm helping with (beta at OFPEC.com), has something on that line in a later mission.

     

    @FLEEPEE-WOULD YOU POST ON THESE FORUMS, DAMMIT. I know you're reading this. B)

     

    At least we dont have someone doing troop inspections.

  10. Any objection to using ACE2 with Tacdom tonight fellas?

     

     

    YES, BECAUSE IM AT WORK AND CANT PLAY WITH YOU ALL.

     

     

    oh well...sounds like a great idea to me assuming people are still on later.

  11. I will be on the ace server mostly, I think we have had a ball ache not because it's a difficult mod to install it's not we have had some bad luck with timings of some things is all.

     

    I've allways prefered a public vanilla server and a passworded ace one anyway just call me a lucky git lol.

     

    Yeah, pubbies annoy me in the ACE server

  12. This seems to not be the case very often, it seems spotting rounds are designed to not alert the tank to any particular problem, however yes sometimes they do. Personally I don't carry a smaw anymore anyway, they're too heavy and in most cases won't bring down a tank in one hit. I'll carry a 136 or a metis and sometimes a Javelin. SMAW rounds weigh a lot and if you try and carry a smaw+3 rounds you're not going to be getting far before you pass out.

     

    My standard setup is my primary weapon, a rucksack with nonessential items or extra 203's (203's can be useful now that you can set the distance adjust the sights with up and down arrow keys), an AT weapon on my back, and ammo/smoke grenades in my main inventory.

     

    Using vehicles to store your ammo is a huge plus, especially if there's no team leader available to call in ammo drops (which should never be the case) so I'll reemphasize what IDAN has already stated there.

     

    I've noticed a lot of people asking about all of the ACE key binds, no need for this, if you go to your map and click on ACE, there will be a key binds section with all of the key binds used by ACE, very very useful. You can switch your keybinds by finding the key_bindings.txt file in your ACE folder, which is within your userconfig folder in your main ArmA directory, also useful if you have switched your vanilla ArmA key binds in which that they interfere with the default ACE key binds. If you can't open any of the files in the ACE folder within userconfig be sure that you've set a program (I use notepad). If you can't save any of the files in the ACE folder make sure that ArmA as well as all programs relating to ArmA are not running. Also try running the program as administrator, or give yourself administrative privileges on that document.

     

    I have always loved the 203...still use them...i can usually get a direct hit on infantry on the 2nd round.

  13. The SMAW has a spotting scope if you loaded the ammo for it (pistol ammo), just select it from the action (scroll wheel menu) fire the shot then reselect the smaw from the same menu

     

    Also, I was playing around on this target practice map that someone did for Arma 2 (I can find the link again if anyone wants it) with ace, I noticed that there's STANAG mag Tracers :) (been playing around with the AT launchers)

     

     

    Only issue with using the SMAW spotting round is that if the round alerts the tank, it might shoot you before you are able to fire a real round.

  14. Damn Idan we are going to have to agree to disagree bud cos I think the backpacks are a great idea, it has really made me think about what I carry and I have tried to work out a belt kit of less than 20Kg and a pack of 20Kg max for all the roles in a balance squad, or my idea of one anyway lol.

     

    If I need to move in a hurry I just drop the pack.

     

     

    I have to agree with Custard on this one. Being able to drop my non essential gear and extra ammo is great. Or else leave it in a vehicle.

     

    I really like how this has cut down on the amount of Rambo tactics being used on the server, even in open domination, people seem to now group together...especially when armor is involved.

  15. Thanks for the interest. After the first AO, a lot of guys left and some new ones came on. I couldn't stay, but not one person offered to be MC, so I just set them up and left. Not sure how they're doing, but I wish I had someone to help out. If you think you'd like to do it, but not sure how or something, feel free to PM me and I can go over all the basics to you. I really want others to do this, and you'll have to if you want to keep doing TacDom nights.

     

    Try practicing during the week as well. Just set yourself up as MC, and have someone in as squad leader doing side missions.

     

     

    Oh, i will need to get my TS overlay working...no biggie though

     

    If nothing else, i will slam everyone into one channel and bark order that way

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