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Ryko

AW Core Staff
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  1. Like
    Ryko got a reaction from MessedUpSmiley in Multiplayer Mission Making   
    The primary tip I would give would be, make sure to test your mission in a dedicated server environment; testing it locally is great, but everything changes when you're running it on a dedicated server like EU3.
     
    Hosting your own virtual dedicated server is easy.  Just download TADST, a small program which lets you easily configure and launch Arma's built in dedicated server program.  You can develop the mission locally, but get it to a point and export it as a PBO, then run a dedicated server and see if it works as you expect.
     
    You'll save yourself a lot of headaches by working this way.
     
    -R
  2. Like
    Ryko got a reaction from Colsta in Multiplayer Mission Making   
    The primary tip I would give would be, make sure to test your mission in a dedicated server environment; testing it locally is great, but everything changes when you're running it on a dedicated server like EU3.
     
    Hosting your own virtual dedicated server is easy.  Just download TADST, a small program which lets you easily configure and launch Arma's built in dedicated server program.  You can develop the mission locally, but get it to a point and export it as a PBO, then run a dedicated server and see if it works as you expect.
     
    You'll save yourself a lot of headaches by working this way.
     
    -R
  3. Like
    Ryko got a reaction from Amentes in Limited Arsenal Discussion   
    I don't think different uniforms will have any impact on performance or desync.
  4. Like
    Ryko got a reaction from PERO 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.
  5. Like
    Ryko got a reaction from razgriz33 in ACRE or TFAR? - Open Discussion   
    Just as a note, ACRE seemed to work flawlessly during the Insurgency Game Night.  Apart from some roles not spawning with a radio, but that was a loadout problem.
  6. Like
    Ryko got a reaction from razgriz33 in ACRE or TFAR? - Open Discussion   
    Thanks all for continuing to investigate the issue!
  7. Like
    Ryko got a reaction from Josh in ACRE or TFAR? - Open Discussion   
    Just as a note, ACRE seemed to work flawlessly during the Insurgency Game Night.  Apart from some roles not spawning with a radio, but that was a loadout problem.
  8. Like
    Ryko got a reaction from Dreams 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
  9. Like
    Ryko got a reaction from Cellhawk 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
  10. Like
    Ryko reacted to Josh in Acre, Arsenal and radios   
    Okay folks were aware of an issue where when you load a radio from one of your Arsenal load outs it causes ID issues with the radio.
    So please do not save or load radios via the Arsenal.
    If you need a radio we have filled the inventory of the Arsenal with radios for you to grab.
    Thank you! Please spread the word.
  11. Like
    Ryko got a reaction from Cellhawk in More Insurgency shenanigans   
    From Wednesday's pre-alpha test:
     

  12. Like
    Ryko got a reaction from Waskey-Wabit in More Insurgency shenanigans   
    From Wednesday's pre-alpha test:
     

  13. Like
    Ryko got a reaction from duffyman in INSURGENCY EU3 GAME NIGHT - FRI JAN 15 20:00GMT   
    Here are the most salient briefing notes from the mission, so you can read them here if you like.
     
    Background:
    August, 2012. The city of Fallujah is in chaos. After the withdrawl of allied forces following the end of Operation New Dawn, Islamist extremists stepped up their efforts and scored a major victory by taking key positions within Fallujah. The Iraqi Army attempted a major push, inflicting major damage but ultimately ending in a retreat by the Iraqis. As of this moment, the insurgents still maintain control over Fallujah.
     
    Situation:
    The United States maintains several Special Operations Teams in Iraq, including your MARSOC Marine Platoon. In the aftermath of the assault, the insurgent forces were able to receive several shipments of weapons which have allowed them to fortify their positions in and around the city.
    Satellite surveillance shows a convoy of insurgent reinforcements moving in to bolster the insurgents' defences. We have a two-hour window in order to conduct lightning strikes against key targets in the city.
     
    Mission:
    Our intelligence is that the insurgents have five caches of weapons and equipment located throughout the city: if we are able to destroy those caches before insurgent reinforcements arrive, we will have dealt them a major blow and provided a significant advantage for an Iraqi counter-attack.
    The CIA is providing direct assistance in our operation: any enemy intelligence you can obtain can be submitted for review by their Intelligence team to narrow down the potential cache locations. Alpha and Bravo squads have a CIA liaison embedded with them, the Intelligence Officer, for this purpose. Insurgent fighters may carry a variety of materials that can be searched for, and should be provided to the Intelligence officer for review.
     
    The Insurgency:
    Despite the best efforts of the CIA it's unclear exactly which faction of extremism is operating here: for our purposes, it's not important. What is important to know is that these fighters are fresh off a successful defence of the city, and battle-hardened veterans. They are armed with Russian-style weaponry. Intelligence reports there are several anti-air teams operating throughout the city. OPFOR vehicles include four-wheel drive Off-road style trucks. At this time there are no reports of armored vehicles.
    Be advised that enemy fighters carry a variety of items that can be searched for that may provide intel towards our objectives. It is not uncommon for enemy fighters to booby trap themselves with a variety of devices to ensure this intel does not fall into our hands.
     
    Civilians:
    There is still a significant civilian presence in Fallujah: while the vast majority of the city's population have fled, many civilians have nowhere to go or have been caught up in the fighting. Some civilians have even taken up arms to defend their property and their loved ones, and have become CIA assets. The CIA has provided weapons and other battlefield items to help them in their resistance, and they are a source of great intel.
    YOU SHOULD GO TO GREAT LENGTHS TO AVOID CIVILIAN CASUALTIES. Civilians can provide useful intelligence on the battlefield with regard to enemy troop movements, as well as the nature and location of enemy positions. If civilians are harmed or harrassed by MARSOC, they won't trust you, and will be less eager to help you. If they are overly abused, our Resistance fighters will perceive you as a threat and will probably treat you as such.
    Civilians are inclined to trust MARSOC if we are able to carry out our mission and destroy enemy positions, and kill or capture enemy combatants.
     
    Intel:
    Intelligence can be obtained from anyone, assuming they have any to obtain. You use the 'SEARCH' function via the ACE interaction menu: if you are successful in your search, the intel is automatically added to you. It is virtual, in the sense that it does not occupy a position in your inventory. If you die, another play may search your body to add your intel to his own. Also, you may transfer your intel to another player, also through the ACE interaction menu, with the 'TRANSFER INTEL' function. If Civilians and Resistance fighters find you suitably trustworthy, they may also provide you with Intel just from talking to them.
    Be advised that some roles are better than others for finding intel. The Intelligence officer is the best, followed by Squad and Team Leaders.
     
    Booby Traps:
    Insurgent fighters have been known to place booby traps in buildings, on vehicles, and on roads, and even on themselves to effect maximum losses on our forces. Should you discover a booby trap, be advised that the best person to deal with it is the EOD Technician. After that, the Combat Engineer is very effective, followed by the Squad and Team Leaders. Everyone else has some training on how to disarm traps, but is by no means the expert the EOD Tech is. Grenade traps are slightly easier to disarm than bombs and suicide vests; having a Defusal Kit in your inventory will also be helpful.
     
    MARSOC Reinforcements:
    During this operation you may incur losses. Be aware that respawns are always available at the main base to the north of the city, and at an auxiliary truck park to the northwest of the city. The Combat Engineer may also place a respawn point, and at several points through the mission the CIA will secure safehouses which can be used to respawn and re-arm. BE ADVISED THAT MARSOC VEHICLES DO NOT RE-SPAWN.
     
    New ACE Abilities:
    All units have the following extra abilities in the ACE interaction menu, under the 'Equipment' Node:
    CHECK INTEL: (self-interaction) Allows you to see what intel items you have collected.
    TRANSFER INTEL: Allows you to transfer the intel items you are carrying to the player you interact with.
    As well, all players have the STOP action:
    STOP!: (self-interaction) Will attempt to attract the attention of nearby Civilians. If successful, a Civilian will stop what he's doing and allow the player to interact with him.
     
    Special ACE Abilities:
    Two roles in the MARSOC team have special abilities that are present in their ACE Self Interaction menu, under the 'Equipment' Node:
    REVIEW INTEL: as described previously, an Intelligence officer may submit any accumulated intel to CROSSROAD for review. Make sure you are in a safe place when doing this, as it will render you immobile for approximately ten seconds. During this operation, your map will be updated with the results of the review, which should narrow down and identify the locations of enemy activity. Be aware that not all intel is useful: a cache that's been already destroyed may be the thing that a piece of intel refers to.
    DEPLOY RALLY POINT: a Combat Engineer has the ability to create a respawn location. This location also contains a small supply of ammunition. The Combat Engineer must be within 5 meters of any Intelligence officer to deploy the Rally Point. The Rally Point will last for fifteen minutes, at which point it will disappear. After a ten-minute cool-down, the rally point may be re-deployed by the Combat Engineer.
     
    Strategy:
    1. You only have two hours, so don't waste time.
    2. Finding intel is the key to winning the mission: narrowing down your search area, and what is actually contained in that area, will speed up your progress.
    3. Use the right people for the job when it comes to searching for intel and dealing with booby traps.
    4. The Objective Caches are always placed in buildings, as are their OPFOR defenders. If you can't find the cache, check the buildings where you found the bad guys.
    5. Friendly civilians and resistance fighters will be more generous to you as you complete your mission objectives, so time your conversations with them after you destroy an objective or finish a major engagement with the enemy.
    6. BLUFOR reputation will suffer if you kill or injure civilians or restrain too many civilians. Over time this penalty will be alleviated.
  14. Like
    Ryko got a reaction from duffyman 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
  15. Like
    Ryko got a reaction from Miksi 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
  16. Like
    Ryko got a reaction from PERO 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
  17. Like
    Ryko got a reaction from Dreams in ACE 3.4.1 released   
    Some useful bug fixes in here: we planning to update EU3?
     
    ADDED:
    Czech Translations Updates (#2942)
    German Translations Updates (#2941)
    CHANGED:
    Config cleanup Vehicles (#2955)
    NVG in Sights is now by default enabled
    FIXED:
    Check PBOs module broken (#2913)
    Don't update openWounds if not bandaged (#2924)
    Advanced Medical Advanced wounds broken  <----------------------------
    MicroDAGR appearing too large in center of screen (#2936)
    Auto switch to Binocular (#2916)  <-------------------------------------------
    Bipod deploying animations don't work (#2933)
    Burst Fire don't work (#2918)  <-----------------------------------------------
    IR Laser/Laser/Flashlight don't work (#2917)
    Can't lock on AA & AT (#2922)  <----------------------------------------------
    LMG_Minigun in multiple pbo's (#2897)
    Can't unload patient from Wildcat (#2961)
    Script error when "toggling unconsciousness" in zeus (#2963)
  18. Like
    Ryko got a reaction from Josh in *Suggestion/Idea/Discussion* ACE Fireteam joining   
    It's fairly easy to remove the ability to join another person's team via the ace interaction menu by configuring the relevant ACE module this way.
    If it is not allowed for people to do this, the clear way to enforce it is to remove the ability to do so.
    - R
  19. Like
    Ryko got a reaction from ParabolicAJB in *Suggestion/Idea/Discussion* ACE Fireteam joining   
    It's fairly easy to remove the ability to join another person's team via the ace interaction menu by configuring the relevant ACE module this way.
    If it is not allowed for people to do this, the clear way to enforce it is to remove the ability to do so.
    - R
  20. Like
    Ryko got a reaction from Reidy in First look at my Insurgency mission...   
    There are still a few bugs to fix, but it is looking very good!
     
    -R
  21. Like
    Ryko got a reaction from Minipily in *Suggestion/Idea/Discussion* ACE Fireteam joining   
    It's fairly easy to remove the ability to join another person's team via the ace interaction menu by configuring the relevant ACE module this way.
    If it is not allowed for people to do this, the clear way to enforce it is to remove the ability to do so.
    - R
  22. Like
    Ryko got a reaction from Colsta in Is your ACRE working correctly?   
    People may not say it, but I know they appreciate the hard work that is going into solving this problem!
    -R
  23. Like
    Ryko got a reaction from Mascant in Is your ACRE working correctly?   
    This poll will not do anything to solve the problem we already know exists.
    Unless you add the question, "are you using the vanilla loadout or a loadout retrieved from the Arsenal?"
    Too many people assume acre is just tfar but different, where they are in fact very different in how they are set up.
    -R
  24. Like
    Ryko got a reaction from Josh in Is your ACRE working correctly?   
    This poll will not do anything to solve the problem we already know exists.
    Unless you add the question, "are you using the vanilla loadout or a loadout retrieved from the Arsenal?"
    Too many people assume acre is just tfar but different, where they are in fact very different in how they are set up.
    -R
  25. Like
    Ryko got a reaction from Karate Pyjamas in Insurgency Testing - January 5   
    Hi folks,
     
    Version 0.19 of my Insurgency mission is ready to be tested, and I will need some volunteers to help test it tomorrow.
     
    I will be running my computer in dedicated server mode tomorrow at 1900 GMT (1400 EST) and performance seems to top out at around 8 bodies.  If we're getting good frames and there are more people, I will open it up to more.  I'll coordinate through Teamspeak, but if you have me on Steam, you can also contact me that way.
     
    Ideally we'll fill up the Alpha Squad lead (3-man) unit and a team of Alpha (5-man).
     
    I'm happy with many of the changes I've implemented, and hope it all transitions well.
     
    Hope to see folks tomorrow!
     
    -R
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