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Buehgler_AS

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Everything posted by Buehgler_AS

  1. Great job Wombat. Those are great maps, but the issue with the vegetation was always a killer for playing against the AI on them. It would be truly great (IMO) if you could release your mod to reduce/eliminate the vegetation. I know we had tried a number of things to retag the plants in question, but were never able to find a workable solution.
  2. FF200 always had problems near the end, too many graphical elements for the engine would cause things to be incorrectly drawn or just not drawn. As a result of that and some features in the AS mod, I was always biased toward the FF110. The AlphaSquad mod should still work fine, just be sure you have the proper dependencies activated (DTD Team mod v1.1 and Standard Upgrade).
  3. I switched from an IBM 8820 to a daskeyboard pro s a few years ago and have been very happy with the change. I spent a lot of time on IBM M's and found the 8820 an acceptable alternative, but going back to a true mechanical keyboard with nice action (which has been very stable under use) was a real joy. At this point I think I actually prefer the slightly lighter action of the das over the model M.
  4. Well I am biased, but I strongly recomend The AlphaSquad Mod (this includes most of the AS tourney missions), note this requires the DTD Team Mod. For a mission pack the only addition I would make to H-Hour's suggestions is SBTO. These are all great coop missions. The only other thing to add would be some of the "more recent" (now quite dated) AS tourney missions that may not be in the full MOD -- those can be found in our forums (I think registyration is required to download files). The AS mod plays reasonably well with both CENTCOM and Frostbite and adds quite a bit of coop intensity to both. Remember, no respawns, no TI, and dead people do not talk -- it really does help get/keep you on the edge of your seat. Good luck and enjoy.
  5. Everyone is welcome. The only really important rules are to keep the language clean/civil on TS and to make an honest effort to play with the group.
  6. Wombat (or anyone that is interested) is more than welcome to stop by the Alpha Squad teamspeak and servers. We have been having a good time in the Alpha the past few days. Many good things, a few not so good things, some familiar aspects, but plenty of promising signs. As usual, if you want to play with us, visit our forums (my sig is a link) and read the server rules to find the passwords.
  7. Wow, that brings back memories Great job Biro. Glad to hear you are still at it and the shoulder is better!!
  8. You have total control of the spotting distane in the script (via the "Change the maximum spotting distance" response) a RussiaGhost ponted out. However that spotting distan ce will apply to all AI (both friendly and enemy) in the mission. Hopwever, "spotting distance" has no impact on the players, you need to change the fog settings (color and ranges) to limit what the players can see. Again, this is fully accessable in both the script and top level mission/map settinmgs.
  9. What Giampi sent is the "best" way to do this, IMO. You can use tools like this to vary the fog density and range quite smoothly so that things close in and open up as the mission progresses, it does however take a bit of scripting/math to reliably get the effects you want. The most complex/effective version I was involved in was used in the 2006 Community Coop mission "A Cold Welcome". This started with relatively open fog/sight-lines, and progressively closed them in over time, ending with fog that was quite close and fluctuating slightly as the mission played out. This was somewhat confusing to some players/teams that had grown used to fixed sight distances. To avoid problems with the lighting/shadows we intentionally chose to do this on a map with "flat" lighting and a "simple" sky-box. There are plenty of maps that will support this, and you can produce a custom sky-box if necessary. If done well the effect can appear quite subtle, but have a very significant impact on how a team must play. Good luck. As with all things Igor, you may not be able to do exactly what you think you need to do, but there is almost always a way to elicit the effect you need/want.
  10. No Skis or mortars in any AS tourney missions that I recall. I think Rocky is thinking of the rapel insert on a the Frostbite map FB04 (Chiseled Edges) that was used in http://www.alphasquad.net/home/forum/index.php?f=70&t=2420&rb_v=viewtopic]"A Cold Welcome" from the 2006 Community Co-op Tournament. Insert there was central North, extract NW, two demo objectives and an intel objective. Plenty of penalties/challenges if you did not maintain stealth.
  11. There are a few strategies you can use to encourage more stealth than firefight. One simple strategy is to trigger reinforcements (preferable initially placed in a hidden map area) in response to excessive/non-stealthy killing of tangos. It is really not hard to send in a wave of skilled well armed reinforcements that will encourage people to not just go Rambo on a mission. One word of advice, be sure to spell this risk out in your briefing, players should be able to succeed at a mission on their first try if they read the briefing and think about the implications. In my opinion, this is the best strategy to encourage this type of play since it is somewhat realistic and does not impose artificial limits on play. The second set of strategies revolve around artificial restrictions. The simplest (and least appealing IMO), is to simple count enemy casualties and end the mission if there are too many kills -- again you will want to spell this out in the briefing. Finally, if you add a scoring mechanism to your mission (e.g. award points for objectives and the like), then you can also deduct points for killing enemies (or losing teamates). This is still somewhat artificial, but provides a finer grained measure of how well a player team is performing on the mission. If you look back through the history of GR tournament missions you will find implementations for most of these techniques. Good luck.
  12. I/we (over at Alpha Squad) have played a bit of DayZ (and lots-and-lots of ArmA II:CO). Keep in mind the game/mod is still in Alpha test, so things get broken, reset, unbalanced with some regularity. It is an online only experience -- again, from what I have read, the developers explicitly want that and are not interested in supporting a SP version. You will need ArmA II:CO -- that's ArmA II plus Operation Arrowhead -- in order to play. The mod itself is freely available and as Wombat mentioned you can get it from the dayz site. The very cool thing about this mod is that the game is truly global and persistent. Whatever state you leave your character (and other stuff) in on one server will be exactly that way when you join a different server two days later. Just be ready, you will spend a fair bit of time learning to navigate and find your friends (you really want to play with friends). Sadly, me being a fan of cooperative online play, from what I have seen the style of play has degenerated into a massive death-match, since the easiest/best way to find equipment is probably to find and kill another player rather than sneak around zombies while searching for loot.
  13. What Operative said.... While it may be possible, I can not imagine why you would want to do this. There are great models available within the multitude of Arma 2 mods that are out there. Is there some specific feature of the GR character models you are having trouble finding?
  14. Yup.. I agree. Although ArmA III will also get some of my attention along with the Nevada terrain for DCS A-10C, but that is a completely different issue.
  15. Nice job with the new video. It has good entertainment value and gets your message across. Keeping my fingers crossed that things work out well.
  16. I am partial to the AS reticles myself Robalo did a lot of great work to get the consistency of look, sound and feel that you see in AS26. I believe he was responsible for much of the reticle artwork himself, but I may be mistaken. The association of a weapon to a reticle is contained in the .gun file for the weapon. Rather straightforward to mod/edit on your own. As for the sounds, a quick read of the AS26 credits will show you the huge effort Robalo put into selecting and collecting sounds that fit together well. For the complete AS/CENTCOM experience, you should track down a copy of AS30, which was designed to run in concert with CENTCOM. Although we were not fans of the "grey weapon", so those were not used.
  17. ArmA provides both 1st and 3rd person views. Server can be set to force 1st person view only (like ours is). IMO, this provides more immersion.
  18. Search is your friend.... http://www.alphasquad.net/home/forum/index.php?f=70&t=2420&rb_v=viewtopic You will need to register to be able to download the mission.
  19. The "isHeard" condition is indeed unreliable, "isSeen" has always worked well. If you are trying to keep the enemy AI from reponding to aggressively/quickly, then you will need to ensure that they are "locked" into their current state (top of the alertness plan box). This ensures that the AI will not switch state as a result of seeing the player. And Tinker is correct you have a "bug" with the first block getting retriggered before your timer goes off, that is resetting your timer, so I suspect your second script block is never firing. However "Prevent this block from being reactivated" is probably not the correct solution, since it looks like you want this block to be able to retrigger if the second block does not "fire". Sadly this requires more "continueIf" logic and a flag variable, which is beyond what I have time to explain at the moment. Instead, I am including the "spotted" script blocks from "AS A Cold Welcome" here for you to look at (DS:Spotted is the flag variable I used here). Note that this script is not "perfect" -- there are cases where multiple players can be spotted and then hide in rapid succession and the script may not register this correctly. Good luck Group: (STLTH) Spot Comment: Main spot loop Trigger Event: 2 second(s) elapsed. Responses: Allow this block to be reactivated. Skip the remaining responses if ((The value of DS:count) is less than (The value of DS:active-players)). Skip the remaining responses if (The state of DS:spotted). Set DS:count to 0. Set DS:active-players to (The number of active actors on Player Platoon). Use (STLTH) Spot to loop over all actors in Player Platoon after this block. Continue executing responses if (The state of FLG:StealthBroken). Disable the (STLTH) Spot script blocks. Group: (STLTH) Spot Comment: Loop over players Trigger Event: An actor loop is ready to process DS:player. Responses: Allow this block to be reactivated. Continue executing responses if (DS:player is active). Increment DS:count. Skip the remaining responses if (The state of DS:spotted). Continue executing responses if (DS:player is being seen by Bad guys). Set DS:spotted to true. Set DS:detected-player to DS:player. Set DS:det-check to expire in 5 second(s). Group: (STLTH) Spot Comment: Check if still seen Trigger Event: DS:det-check has expired. Responses: Allow this block to be reactivated. Set DS:spotted to false. Continue executing responses if (DS:detected-player is being seen by Bad guys). Disable the (STLTH) Spot script blocks. Call Stealth Broken after this block.
  20. To the best of my knowledge there is no easy way to detect if any member of a company (or platoon, or team) has fired their weapon. You can check if a specific actor has fired, but that is obviously cumbersome. Our tournaments, instead, used a "spotting script" to detect if a player had been observed (for long enough) by an OPFOR, and would trigger responses if that happened. Here is a snippet of the script from "A Cold Welcome" from the 2006 community coop tourney -- this was the "final" version of this chunk of script we used (you can download the full mission from this thread in our forums). Group: <Default> Comment: Start Up Trigger Event: The simulation is starting. Responses: Set Player Platoon to (The player-controlled platoon). Enable the (STLTH) Spot script blocks. Set FLG:StealthBroken to false. Group: (STLTH) Spot Comment: Main spot loop Trigger Event: 2 second(s) elapsed. Responses: Allow this block to be reactivated. Skip the remaining responses if ((The value of DS:count) is less than (The value of DS:active-players)). Skip the remaining responses if (The state of DS:spotted). Set DS:count to 0. Set DS:active-players to (The number of active actors on Player Platoon). Use (STLTH) Spot to loop over all actors in Player Platoon after this block. Continue executing responses if (The state of FLG:StealthBroken). Disable the (STLTH) Spot script blocks. Group: (STLTH) Spot Comment: Loop over players Trigger Event: An actor loop is ready to process DS:player. Responses: Allow this block to be reactivated. Continue executing responses if (DS:player is active). Increment DS:count. Skip the remaining responses if (The state of DS:spotted). Continue executing responses if (DS:player is being seen by Bad guys). Set DS:spotted to true. Set DS:detected-player to DS:player. Set DS:det-check to expire in 5 second(s). Group: (STLTH) Spot Comment: Check if still seen Trigger Event: DS:det-check has expired. Responses: Allow this block to be reactivated. Set DS:spotted to false. Continue executing responses if (DS:detected-player is being seen by Bad guys). Disable the (STLTH) Spot script blocks. Call Stealth Broken after this block. It has some "funny" weaknesses if multiple players get spotted at nearly the same moment, and it only checks once after 5 seconds to see if the player is still spotted, but it is quite effective/realistic in game. I think most/all of the people that were "caught" by this felt like they got spotted. Good luck, I hope this helps.
  21. TS->Settings->Options->Playback manually select the "Playback Device" to be the audio device that the headset is connected to. You should not need to run TS as admin for this to work. Your friend may also want to check that the "Capture Device" is set correctly.
  22. If you want to stay with NVIDIA, then to run 3 monitors you will need two graphics cards. If they are the same and operating in SLI, then you can use "NVIDIA surround", which should give near full graphics performance across all three monitors. However, this is somewhat of a niche setup and may have some issues. The other alternative, is to get one very good NVIDIA card and some other card (e.g. a low end card) and to use SOFTTH to do the triple head rendering. If you do not want a second graphics card, but still want to stick with NVIDIA, you can also look into a Triple Head 2 Go device from Matrox. Finally, if you are up for switching to AMD/ATI for your graphics card, then I think Eyefinity will easily let you drive as many monitors as you can plug into the cards you have. As far as I know, the 6950 should be 100% compatible with a MB that will support a 580.
  23. I was never a fan of the "you must complete the objective to extract" notion. All of our later tournament extraction blocks basically look like: Group: <Default> Comment: Extraction Trigger Event: An actor in PlayerCompany is within 0 meter(s) of Extraction. Responses: Allow this block to be reactivated. Continue executing responses if ((The number of members of PlayerCompany within 0 meter(s) of Extraction) is equal to (The number of active actors on PlayerCompany)). Prevent this block from being reactivated. Enable the (SCORE) script blocks. Combine that with a guard for all the players being killed: Group: <Default> Comment: All players dead Trigger Event: All actors in PlayerCompany have been killed. Responses: Display "** All Players KIA **" to all players. Enable the (SCORE) script blocks. and then write a "scoring" system into the (SCORE) script blocks. Simple time elapsed triggers are a simple way to do that, e.g. Group: (SCORE) Comment: Start scoring Trigger Event: 0 second(s) elapsed. Responses: Set (SCR)FinalPlayers to (The number of members of PlayerCompany within 25 meter(s) of Extraction). Set (SCR)Final to 0. Disable the Time script blocks. Play "a_tstatic.wav" at volume 0.75. Display "Scoring initiated." to all players for 5 second(s). Group: (SCORE) Comment: Intel Trigger Event: 7 second(s) elapsed. Responses: Continue executing responses if (The state of (SCR)IntelGot). Set (SCR)Final to (The result of (The value of (SCR)Final) plus 10). Mark Intel complete in the objective list. Group: (SCORE) Comment: Intel failed Trigger Event: 7 second(s) elapsed. Responses: Skip the remaining responses if (The state of (SCR)IntelGot). Remove Intel from the objective list. Add Intel fail to the objective list. Mark Intel fail failed in the objective list. Group: (SCORE) Comment: Intel Extract Trigger Event: 14 second(s) elapsed. Responses: Continue executing responses if (The state of (SCR)IntelGot). Continue executing responses if ((The distance between ACT:Intel and Extraction) is less than 25). Set (SCR)Final to (The result of (The value of (SCR)Final) plus 20). Mark Intel Extract complete in the objective list. Group: (SCORE) Comment: Intel Extract Fail - not close Trigger Event: 14 second(s) elapsed. Responses: Continue executing responses if (The state of (SCR)IntelGot). Skip the remaining responses if ((The distance between ACT:Intel and Extraction) is less than 25). Remove Intel Extract from the objective list. Add Intel Extract fail to the objective list. Mark Intel Extract fail failed in the objective list. ... and finally at the end of all your scoring/objective checks... Group: (SCORE) Comment: Total score Trigger Event: 49 second(s) elapsed. Responses: Display ("Final Score: " + ((The value of (SCR)Final) as text)) and register mission completion. Granted this was designed for tournament missions, but I really think you will benefit from not doing the "RSE" way. Just use "flag" variables to keep track of what objectives are completed, then check the flags as your run through the extraction sequence. The above examples are from the team version of "A Cold welcome" from the (I think) 2006 community coop tournament -- the entire mission is attached below. Good luck and enjoy. as_a_cold_welcome_teams1.1.mis.zip
  24. Also be aware that one of you will need to download, configure and run the TeamSpeak (TS3) server, which you can then both connect to.
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