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PERO

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  1. Like
    PERO got a reaction from Colsta in A plea: Other Games Sub Channels   
    Having your own channel if you play a game on your own or with a couple guys, either as COOP or something similar, I support them creating a channel and maybe even locking it.
     
    But I agree people creating social channels and then locking them or just creating one to sit in it by him/herself is not what staff wants and did not meant by introducing this "feature".
  2. Like
    PERO got a reaction from Cellhawk in A plea: Other Games Sub Channels   
    Having your own channel if you play a game on your own or with a couple guys, either as COOP or something similar, I support them creating a channel and maybe even locking it.
     
    But I agree people creating social channels and then locking them or just creating one to sit in it by him/herself is not what staff wants and did not meant by introducing this "feature".
  3. Like
    PERO got a reaction from Narodon in My Ban was lifted, still Banned   
    Ban lifted on EU3 as well.
  4. Like
    PERO reacted to Icy in Limited Arsenal Discussion   
    I thought the more arsenal stuff, the worse for performance? My baaad.
     
    Limitations dont mean its a mill-sim server! Is that what you associate with mill-sim the most? I think theres many important factors that mill-sim has that we dont such as ranks and more organization .
     
    I guess more uniforms arent that bad now that I overthought it a bit, I do think there is a lil too much still.
  5. Like
    PERO reacted to Ryko in Limited Arsenal Discussion   
    Making your own loadouts in the non-EU3 virtual arsenal is a grand idea, and noble, especially if the intention is to save time pre-mission in order to get the gear you want/need and then head off to the AO.  Unfortunately, it doesn't help.
     
    The problem is that outside of EU3, in the virtual arsenal you have access to everything your MODset allows, and you can make loadouts that have gear that the EU3 arsenal has not whitelisted.  As far as I am aware there is no script that checks what you have loaded against what is whitelisted, and removes what is not allowed.  So it's a moot point, you have saved time but you may have loaded gear that is officially not allowed in the mission.
     
    Update: I should really check this stuff out more deeply before I write so authoritatively.  You can't actually load a loadout which contains something which isn't whitelisted in the Virtual Arsenal as Gauntlet defines it.  So this kind of whitelisting is already in place.  However, it does come back to the point that setting up a loadout outside of EU3 is a great idea, but if you aren't in sync with the VA that's present in-mission, your loadout won't be available to you.
     
    In addition, if you create a loadout that has an ACRE radio attached to it, the odds are good that it will not work in the mission.  This is because the Virtual Arsenal assigns a specific radio ID to your radios (ie., your PRC-343's class name is "ACRE_PRC343_ID_1", while in Gauntlet the ACRE module assigns radios ("ACRE-PRC343") and then assigns them a class name according to your player slot (if you're the 18th player, your radio will be "ACRE_PRC343_ID_18").  If you're not the first player, then your radio will likely not work properly because "ACRE_PRC343_ID_1" has already been assigned to another player.
     
    This is above and beyond the point that you can create loadouts with radios that your role should not have access to (ie., a Rifleman with a PRC-117).
     
    So, while you have good intentions with loadouts you create from the Virtual Arsenal, you are actually producing more problems than you are solving.
     
    -R
     
    N.B. The only reasonable way that this can be solved is a script needs to be created that reviews the player's equipment, compares it against the Virtual Arsenal's whitelist, and removes any equipment that is not approved.  At the same time, the script can parse the player's equipped radios, remove the player's versions and assign new radios of the appropriate class, with class names that will work in the mission.  In an ideal world the script is fired when the Virtual Arsenal box's inventory is closed but I can't see a convenient event handler that will do this: a trigger surrounding the Virtual Arsenal, however, would probably work just fine.
  6. Like
    PERO reacted to Icy in Limited Arsenal Discussion   
    That's most likely the future Para, we will see how it works first handed Sunday night as I removed all radios from spawnies.
    Imo limited arsenal is great, as 40 different individual running around with different uniforms is just silly. Small differences such as helmet goggles backpacks is great enough for me PERSONALLY.
  7. Like
    PERO reacted to D.Devil in helicopter stuff   
    Something I'd like to add to point 5.) 

    Please STOP shooting at the heli's when they're approaching the evac/extraction zone. Past few days I and I'm sure other pilots were shot at by friendlies in their approach, I even lost 1 or 2 of my systems cause some of you are too impatient to wait a few more seconds. Shooting at heli's won't make it go any faster, in fact, it'll only slow down the process and you will piss the pilot off. I sometime don't even extract you anymore, imo you may walk home.
     
    Running towards the heli while it's still descending isn't the best idea either, if the pilot has to avoid something/adjust in their descend you might find yourself being "teamkilled" by the pilot. When the game classes a pilot as teamkiller you won't be able to hop in the back (aslong as the pilot stays seated), also slowing down the process of being extracted and last but not the least; our base airdefense will target the heli and won't stop untill it's shot down, which wouldn't be something you'd want to happen to yourself or other players either so close to base, right?
     
    That's all from me.
  8. Like
    PERO reacted to asdasdasdsadasd in Zeus PvP w/Luetin: What did you think? (Feedback)   
    Hey guys! Luetin's stream ended a couple hours ago, but I thought I'd put the discussion up anyways. Tonight was a lot of fun for me, and went fairly well for a first time doing PvP. I thought I would tell you guys some of my experiences during it. I must apologize beforehand if my typing seems fairly low-level, as it is not one of my strong suits.
     
    Joining: After managing to seize a slot on CSAT, it was a nice welcome to see the different teams organizing and having a sense of coordination, as opposed to regular Zeus missions on EU2. The limited gear options was also a plus, because it made the squads more role-dependent, and everyone understanding the importance of their designated role. Of course, you can easily find this on EU3, but that's expected. 
     
    Another thing I found myself disliking but somehow enjoying was the forced first person. I'm in the bad habit of using third-person a lot, but having it forced sort of introduced me to some parts of ArmA I haven't experienced really. Being in a vehicle and not knowing on the outside was pretty exciting, and so was tactically checking your corners because you didn't have third-person view to save you from the risk. This made driving armored vehicles a pain, but luckily I didn't have to experience that much. 
     
    Mission 1: NATO Attack/CSAT Defend
     
    I enjoyed this mission a lot. I found the staging and planning done by my team quite impressive. We had possession over a Kamysh, and we discussed many possible locations and the benefits of putting it there. Eventually, we settled on hiding it behind a ridge. This plan went south after being flanked from the East by large numbers of NATO. Fortunately, I managed to gun a few down before the Kamysh was blown by a PCML missile. This led to an intense firefight between my team and several NATO soldiers. This went on for a while until my computer crashed, ending my experience in the first mission. Overall, the mission was great.
     
    Mission 2: Experimental weapon

    I had managed to rejoin the CSAT team in time for this mission, although I was part of another team (led by RoyalSertr). Although my team lead the CSAT victory, I myself found myself in a tower with a teammate sniping scattered NATO soldiers. After CSAT gained possession of the truck, I regrouped with the rest of team and escorted the Objective Vehicle back to base, only encountering very small resistance. Overall, the mission was great.
     
    Mission 3: CSAT Attack/NATO Defend
     
    This mission is where things started to go south for my team and the rest of CSAT. A Helicopter transported the entirety of CSAT forces and was dropped off in different locations, all far from the objective. Due to lack of communication, my team was split off. While traveling large distances in an attempt to regroup, my area was heavily shelled by mortar fire. I had managed to take down an enemy spotter, which lead to me being shelled and shot in return. Returning to the AO was an issue. It was a length distance away, and my team leader insisted we waited for Heli. This took quite some time, as I later found out our friendly heli was grounded, and my team and many others waited quite some time for a ride. After a helicopter was finally available, space was limited and our team was split once again. We finally managed to get to the AO with 5 minutes left on the clock just to be mowed down by a static HMG at an extreme range. 
     
    I did not enjoy this mission as much for obvious reasons, and would like to point out some of the unfair differences as opposed to the first mission.
    No respawn tents/sleeping bags. The first mission had these available, allowing for a more sustained flow of troops. Long distance. The AO was about 12km away from the CSAT base, and in order to get there by land, a detour around the ocean was required, even increasing the distance more. A trip in a faster vehicle would've taken roughly 10-15 minutes, and our team leader wouldn't stand for that. This wouldn't have been so bad if our side wasn't only limited to one pilot. Static weapons. In the first mission, CSAT did not have this available. Static weapons in the hands of real players fighting against non-aimbot AI is extremely powerful, and NATO had an abundance of these weapons. Also, the numerous mortars were also very deadly to CSAT forces. Terrain advantage. The steep mountains and thick trees gave NATO a perfect defensive position, making it hard to be spotted but easy to spot. This made using heavier vehicles harder, especially with the forced first-person. However, I still had fun during the mission, and it was overall okay.
     
    Mission 4: Experimental weapon
     
    I found this mission experience similar to that of the second mission, but there were a few things I disliked about it. For the most part, he fact that you only had to get in the vehicle and not successfully get it back to base was very disappointing. This basically removed the dynamics of the mission and turned it more into a race. I didn't even reach the compound before the mission was over and didn't see a single enemy. This overall mission for me was fair.
     
    Mission 5: Team deathmatch
     
    This mission was a sort of comedy hour for my side as well had the brilliant idea of taking off our uniforms and going in our undergarments. After the mission started, our team took defensive positions in a large house to the west side of the town. We spent most of our time suppressive enemies and launching grenades. This was short went on for quite some time until we were flanked and poor communication lead to our team being massacred. Overall, it was still enjoyable for myself, and I consider the mission went great.
     
    Overall:
     
    These Zeus missions were very enjoyable, even more so than some of the recent ones I've participated in. I haven't played ArmA for long, and this was the first time I have ever done PvP. I got to experience some of the things about ArmA I haven't done before. Luetin did a wonderful job with the missions, and I anxiously wait for the next one. There were a few things I recommend go into the next PvP event.
    More slots per team. A 25v25 would be more exciting, but 20v20 is good still. More roles, such as Explosive Specialist or Medic would be cool to add. Assigned roles ahead of time, for certain slots such as Team Leader and Pilot. Different mission types only available for PvP would also be cool to have.  
    So tell me guys, how did the event go for you? And what did you think of it? I would love to hear the NATO perspective. 
     
    Thanks!
  9. Like
    PERO reacted to Icy in Limited Arsenal Discussion   
    Fragg,next time report it as feedback to the gforms, therefore it's all organised for Josh & staff. I do understand your issue somewhat from your pov
  10. Like
    PERO reacted to Cellhawk in Acre, Arsenal and radios   
    Observation: Taking a working radio, saving it in the arsenal and loading it during the session works. As soon as you log out and log in, radio doesn't work. If you're playing and save a radio in the arsenal, it should last for the whole game session at least.
    After you log in later, just throw out your non-working one, take another working one (from crate, or someone's default loadout), save it and use it for the length of your playing session again. Should be simple enough. 
     
    Another observation confirmed:
    If you are on CCH-Description channel (Any), anyone can hear you on that radio, but you can't hear them. Again, just get the working one from the crate/default loadout.
     
    Doesn't seem to apply on 343. Those work kind of perfectly for me.
  11. Like
    PERO got a reaction from Cellhawk in ACRE or TFAR? - Open Discussion   
    As far as I know TFAR is only full-duplex.
     
    ACRE has better simulation for signal-loss, radios have waaaay more configuring options. As said before, TFAR is a light-weight radio mod as of ACRE that wants to go deeper into simulation.
     
    We are still looking into what is causing de-syncronisation between radios, we have pin-pointed some issues (loading radios from Arsenal), but there is also a slight issue with a script that pre-configures 152s and 117s (basically any radio that has an option to name channels/presets).
     
    Staff is going to seriously look into ACRE this weekend, go through everything again.
     
    More info to follow.
  12. Like
    PERO got a reaction from Colsta in ACRE or TFAR? - Open Discussion   
    As far as I know TFAR is only full-duplex.
     
    ACRE has better simulation for signal-loss, radios have waaaay more configuring options. As said before, TFAR is a light-weight radio mod as of ACRE that wants to go deeper into simulation.
     
    We are still looking into what is causing de-syncronisation between radios, we have pin-pointed some issues (loading radios from Arsenal), but there is also a slight issue with a script that pre-configures 152s and 117s (basically any radio that has an option to name channels/presets).
     
    Staff is going to seriously look into ACRE this weekend, go through everything again.
     
    More info to follow.
  13. Like
    PERO reacted to Ryko in INSURGENCY EU3 GAME NIGHT - FRI JAN 15 20:00GMT   
    Time of preparation @ TS: 20:00 GMT (15:00 EST)
    Time of operation start: 20:30 GMT
    Time of operation end: 22:30 GMT
    Type of gameplay: CO-OP
    Mods: EU#3 Repository Mods
     
    After much ado, version 0.22 of my Insurgency mission is almost ready to roll out - I am planning to have it ready for this coming Friday, and need a bunch of people to stress test it!
     
    This mission is based on Project Reality's "Insurgency" game mode, but a lot more detailed.  In a nutshell: the city of Fallujah is overrun by insurgent forces, and your MARSOC team has a mission to take out several weapons caches hidden in the city.  You don't know where they are exactly, but you have a vague idea, and gathering intel will help you narrow down their exact location.  You have two hours to accomplish your objective.
     
    41 signups! Good job folks!
     
    Here's some video highlights from a pre-Alpha test:
     

     
    I will be posting the mission briefing details tomorrow, for those of you who want to read all about it before showing up.
     
    Looking forward to seeing you!
     
    -R
  14. Like
    PERO got a reaction from Mascant in Is your ACRE working correctly?   
    We pin-pointed the cause of that yesterday (mostly 152s, 117s). Its due to the preset channels and auto-channel changing I believe, devs are looking into a fix for it.
     
    As of radios from Arsenal, they are not available in it right now, the 117s and 152s probably wont work until the upper fix is applied, but 148s and 343s should work from Arsenal (I`ve done a quick test yesterday and they were working).
     
    I also strongly suggest for players to take 15-20 minutes to read through this: ACRE Wiki
  15. Like
    PERO got a reaction from PiranhA in EU 2 is down   
    We know, it will be sorted out, we are looking into making a better restarter for our server, even if server would hang like it has now, it would reboot through the restarter.
     
    You can always use EU1 if 2 crashes.
  16. Like
    PERO reacted to MessedUpSmiley in Anyone else having trouble with Battleye?   
    BE was reported down, but should be back up by now.
  17. Like
    PERO reacted to BACONMOP in AW Invade & Annex 2 Changelog and Download   
    Updated
  18. Like
    PERO reacted to zissou in Complaint regards a ban   
    Forgetting for a moment your disregard for the prescribed ban appeal procedure, you have pointed out some discrepancy in the spelling of your ban message. While I applaud your intentions your own message is littered with mistakes so let me take this opportunity to begin to correct you.
    Hello,
    You got this one right.
    This is a complaint regards a ban.
    *regarding not regards
    The ban reason is "GET OUT AND CELEBRATE DAMMIT"
    I'll let this one go but you missed the full stop
    Expect the wrong spelling of "Damn it" this ban reason is hilarious.
    What are you expecting? Perhaps you took exception to the ban? Except and expect might have the same letters but mean very different things, let's try and get them in the correct order.
    "Dammit" is obviously a contraction, given your lack of ability to express yourself in the English language you would do well to refrain from criticising others.
    Teammates where shooting in base, so i shot them down and get banned,
    *where or were? Also you're mixing your tenses please just pick one and stick with it.
    The next point is, that a permanently ban is a too hard punishment for trying to help.
    Permanent ban or permanently ban? Come on, really?
    Too hard? Funny you managed to get one.
    Did you make any effort to contact the admin team before deciding that you would try to discipline players yourself?
    I hope you can help me.
    If my program was able to record this, i could upload a video of that.
    Please post a correctly formatted ban appeal and include any evidence that can corroborate your version of events.
    Happy new year.
  19. Like
    PERO reacted to Ryko in Ryko's Christmas present for 2015...   
    Definitely work in progress, but working so far!
  20. Like
    PERO got a reaction from Chuck in Fixing Helicopters   
    That refuel truck could be replaced by a repair and a refuel Huron box, but it might be tight to land then.
     
    As a explanation to why it was so blocked off. People decided it was a good idea to drive Moras, Slammers and other tracked vehicles in there, destroying helis, making it impossible to land there.
  21. Like
    PERO got a reaction from mechE in TFAR version error   
    Are you sure you have TS up-to-date? API is suggesting it isnt.
     
    Also check that you use the proper plugin version for your TS (32bit for 32bit program, 64bit for 64bit program).
  22. Like
    PERO reacted to kennychr in Valiant Status and other info   
    So the holidays are aproaching and I thought I would give you guys a update on the status and direction of Valiant and other things.
     
     
    Valiant\Gauntlet
     
    First and foremost Gauntlet is now legacy "software" and will not be maintained by me at all, so kudos to the guys who hot-fixed it post 1.54.
     
    Moving on: Valiant has been put on hold until the holidays are over and the new year rings in because work has been pretty hectic and I havent had the energy to put in hours on development. So the 300+hours i spent on it in october still is as how far as I got.
     
    This means the mission currently is pre-alpha tested for stability in the main and side FSMs for mission selecting and it has 5 main missions and 3 side missions. This wil be expanded upon when I deem the selector FSMs rock stable(which pre-alpha tests showed it was).
     
    Expanding upon the initial 300+hours of deving a new "backend" plus learning FSM will be some form of AAR\Stattracking in the form of ALiVE mods stuff we tested on the Insurgency mission we played, I will not however add any object\player persistency as saving the current mission state(in-game mission) is not viable and I dont want to add any mod dependencies as I made valiant as effortlessly possible to just port over. By effortlessly I mean copy over the code onto a base-template and alter the DAC unit configs to whatever you have as your poison.
     
    Moving on yet again, I have a question for you the users:
     
    Gamenight(s)
     
    Upon player Valiant_Insurgency I felt that the general consensus was that this was great fun and I felt I could make some improvements\other styles of the same deal(Persistent,multi sessions to complete) and I was thinking that I would make a fictional Nation and Scenario where the small nation of Ahoy had to push a invader out of their territories(All viable maps in the repo).
     
     
    This generally would mean in rough outlines that each mission would take 2-3 game-nights to complete depending on how far\long we take to push and repell the occupying forces. We would need to use logistics properly as in I will give the platoon a set amount of ammo in the form of either crates\ammo-trucks\rhinos that need to be moved as we gain ground and general CSS(combat service support) would be maintained in a more expanded approach than we use atm i.e repairs,refueling etc.
     
    Re-spawn will be handled like in Val-Ins with a spawn timer of 10 minutes (or more).
    Fixed loadout would be in effect as we are a nations army and not pmc-esque style of Valiant\Gauntlet.
     
     
    Regards 
    Christiansen
    AW_Valiant lead coder & EU3 Manager
  23. Like
    PERO got a reaction from GhostDragon in RHS v0.4 is out! Update the repo stat! :)   
    I`ve been told its been designed as an LMG (as a replacement for SAW), lighter, smaller mag (60 rounds), easier for mountain fighting. It was "adapted" to a marksman rifle later on.
  24. Like
    PERO got a reaction from mechE in ArmA 3 & TrackIR   
    I`ve heard a lot of people using it, both as pilots and infantry.
     
    There a tons of other games where you can use it, so no isse there.
     
    As of pro-clip, I`ll let that an actual user to give you proper feedback.
  25. Like
    PERO reacted to Josh in Squad Servers   
    Hello guys!
     
    With Squad arriving on Steam at 08:00 GMT Tomorrow it’s with pleasure that we announce we already have two Squad servers up  and running.
     
    Capitana (US) and Flagship (EU) have been live since the start of the weekend. We will still be playing with the slot amounts but we’re looking over the 60 marker.
     
    Feel free to join the teamspeak channels. The In-game ones are muted to force in-game VON usage.
     
    Have fun and enjoy the game!

    -AhoyWorld Staff
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