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Aciid

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Everything posted by Aciid

  1. Hey, I think you were in TS when I made a visit one night this is clearly one of the key points to be addressed when thinking about integrating these kind of modules. As the problem with Arma3 mods are they pretty much try to do all the things "better", still share no common ground on extendability or by submodulisation as there are no standards except for BIS functionalities of course. The thing I of course take for granted here is the use of overloadable constructors in code, but I have to say I'm not sure is it feasible in Arma3 without building a few dll's to integrate , but that would take everything all together to a whole different course. Definitely interesting to look into would stand-by headless clients work with dynamic spawned AI units. The last time I was involved with IA's server when we scaled out the first servers was that "oh we just got 250% more performing server, but still we are experiencing lag." Turns out that at the time 2013-2014 it was due to net-code and 100MB/s worth of dedicated line was not enough. But nowadays it seems that ~80-120 players not a problem with 1GB/s lines on King of the hill, Epoch etc. Of course there will always be lag due to assets for lower end boxes. Just a couple days ago there was a new binary-release that was stressed with a server that had 129 max-players Arma3 more tweaks +FPS PvP,test 129 maxplayers on 94.23.112.9:2102,use v2 performance client 1.52.132709 From what I've gathered about Alive is that they have kinda backported from Arma2 "custom AI" scripts origin from armaholic and other 3rdparties so that they now have a couple of different AI tactics from military, cqb to insurgency with also different variations of "skill" which I'd hope won't mean just "Aimbot on / Aimbot off" This is just where i'm quite going for is to break down the mission'in even further. Have large scale front's and then small style missions that support the main objectives, such as keeping some pathways open. Keeping hold of key areas for logistics / support. All this may remind you about insurgency style missions in Arma 2, where you had to clear out the AI. But as important would be to keep the gameplay approachable, so you don't need to team up and lay down the road 3km's before every fight. But for example that you could be part of a helicopter squadron as it's still possible to just halo in to the ground with your machine gun and spread out suppresive. Yeah I think I just posted in the wrong forum-area, I tried to get enough attention from prospective people that would find this interesting. I'm not really trying that hard to change IA or anything. This is just something I've been thinking of as maybe a whole different server, not that I don't still love you guys <3
  2. Thanks for the rest assurance and optimism ( no need to get upset ) , I don't think resources should even be considered as obstacle when planning good gameplay. Nowadays DC xeon core @3.5ghz goes for 0.10€/hour. Also considering that spawning enemies that are not observed by player's should even be considered at this scale. And having hundreds of AI enemies was just an example how the logistic spawn ratios work. Somewhere around total 100 AI's but with different logistic mechanics could be how it works. I've tested Alive at with 200 infantry, it seemed pretty runnable and this was with my own 4970k. Of course if there's nothing to discuss over this I think I'll go on my own separate way. I'm not saying that this should be "IA 2". I'm just trying to gather interest.
  3. O'haio long time no see. I got back into A3 and directly hopped into see the status of ACE3, CBA and Alive very much to my surprise they've all grown to stable now. So after fiddling around with a couple of these old school perpetual mission engines, I thought on how about incorporating Alive into the storyline of IA for example and get into replacing the opfor logistics with Alive. Simply put this would allow the mission to scale as per how many users there are without the need to code each mission's logistics individually. Of course fine-tuning is inevitable, but Alive's components give a good base on staying scalable. What already is set as preferred non spammy and agreed that theres not more than 1 side-mission and 1 main-mission at given time. But into the logistics now, they are now more less static. Alive allows parameterization of logistics so for example a main mission with 10 players on the server we'd figure at-least one team's worth of players are fighting towards to accomplish the main-task. The mission would then keep logistic re-inforcement around at ~40 units, as per before triggering a condition which would stop re-inforcing for example killing at-least x-amount of this mission's opfor units or killing the teamleader's radio comms or vehicle. On a much more grande scale Alive's modules can spawn somewhere up to 80-250 strong companies and even 400-800 strong battalions AI re-inforcement, this of course causes some latency and gpu issues with lower-end boxes. But given more "life-like" scenarios these re-inforcements as a game mechanic are not just that the guy spawns in a loo and opens the door. No they ride out from given starts and routes to attack route and of course try to over come the blufor force. CBA in this equation would mean more flexible ways to code the actual framework to support the missions, IA already has a way good structure in my opinion I haven't checked the latest globals in the code since the last time I was involved with IA and the dev efforts of mysql connectors. CBA adds a ton of macros and eventhandlers which extend the sqf's capabilities in such a way that normal ARMA for some reason don't carry. Like ACE3 in general is just deepens the game and makes it more interesting in way that it strips the arcade way from Arma and makes each step count, whether it be stepping a feet away from the 50'cal to not get deafened or avoiding shrapnel, actually theres too much to even try to explain ACE. So I'm fairly sure that anyone interested in it can checkout if it's suitable for them. Of course ACE's medic system is at times a little too tedious to work with if you have men falling left an right and a ratio of 1 combat medic per 10 men. Since you need to patch each limb and give injections of bloods and pharms, it can be disabled per mission. But something to think about I'm looking for people to think this forwards with (I literally don't know anyone involved with current IA, would be great to get to know you guys again) , the new style of Arma3 servers that have been popping up are all great but I just can't put my finger on what i'm actually looking for. I've tried Epoch, KOTH, Warfare, COOP, Battleryoale, Life. I think something what is missing is truly a in-depth COOP mode that is easy enough to jump in but has that much depth that it can keep you interested in a way that IA has kept many of us in the past years. Cheers
  4. So Frictional games long anticipated new sequel to the pants shitting series Amnesia is 2 weeks from release now. Currently going at -20% off I was sure to catch it along with Outlast in a similar genre. http://store.steampowered.com/app/239200/ I'm rounding up my friends to a "group play by Teamspeak" on the day of the release so this is going to be a blast just like the first one was. So how are you going to spend Halloweens this year?
  5. Tervetuloa ja torilla tavataan! ^ (Finnish for: Welcome and we shall meet at the market, which is what every Finn would say when Finland is mentioned)
  6. remove animation => add pveh / attachto. Looks silly, but provides more physical security on the battlefield of course. But this modification sounds kinda trivial. I'd say try it first with real life chain of command. Scope the 500m - immediate range , from a distance to the injured. Provide a smoke screen in to the assumed direction of the enemy forces. Get some supportive fire action goin to distract the enemy, actually doesn't work that well against AI in games, since they don't dive/prone while getting fired upon. Extract your guy.
  7. Sorry lad, I think this cannot happen. Since the helicopters in the game which are from stock are reserved for extraction of the BLUFOR players. This would totally ruin the game mechanics hence littlebirds are more vulnerable and have less seats [CITATION NEEDED]. That's why they are still in side-mission rewards.
  8. Yea that was about it being pushed to master, which makes a RSS -post to forums, its actually in the code. But i'm going tot est it still without the "sleep" window so it would actually work by then. Sorry for confusion
  9. we are currently brainstorming this in Teamspeak, except a scratch of it pretty soon :3 We'll use raz's post as a template because it has to be restricted , not over-powered and only for supporting the team/objective playing
  10. Hey Raz, my friend also said that there should definitely be a restricted static mortar in the base. But actually your specifications are giving it more fuel to fire. I'm vouching for this totally. Lets make it happen.
  11. Group Management Script Found this, would it work for the purposes you desire? Actually doesn't provide additional channels, so might need to modify it a bit.
  12. AhoyCoins are now in the codebase again, so giddy up and get playin!
  13. Wok, great to see you helping out here a fellow vlad. It's nice to see your kind of aspiration of people who have a genuine interest in tryin to help even tho you said that you have no experience you provided a valid pointer in error in ones Array also pointing out to the bitbucket is a push to the right direction. antiprotestant, with all the above in mind. Could you push me a version as a zip attachment, I can have a look at possible problems or just come by to our TS3-server it's manned almost all the time. Cheers.
  14. Hey noms, as you may already know we have a working proof of concept with the forum economy also with the users steam id from the forums that will tie the mission to the forums. There are few decisions based on security that we have to firstly make. So that if something would break we wouldnt have anyone exploitin the forums for example... Lookin forwards for makin stuff with ya :3 cheers
  15. This is basically squads. Or are there other benefits of this custom wrapper? Like a per group radio channel?
  16. Hi Sparton just a quick heads up Yeah this hack got all of us hiding behind passwords now a few days until proper patches are released. permission to say: cock. Best way to get the most current password is to grab it off teamspeak as there is almost always someone about to help you out. Grab your Teamspeak copy: HERE. Connect to our server: HERE Cheers And Welcome!
  17. Aciid

    Yo

    Welcome GTOSID, yea to get the best experience we're totally rocking it in the teamspeak. So as already per said cya on the servers!
  18. As per said were coming up with something later today. Stay tuned
  19. more to come tomorrow, seems that the guy is joining up to give us the new code everytime we make a move. But No worries by tomorrow big things.
  20. So as in recent events the Ahoy World has adapted to the stressful days and developed a working way to deal with the hackers. As of now we're running the measurements publicly on our EU server. We invite you all to come and take a peek, still marching strong.
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