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Stanhope

Spartan
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Posts posted by Stanhope

  1. I don't like any of the ways of implementing this that I can think of.  I&A4 will have a different type of cleanupscript, one that won't delete stuff that players are close to.  But I'm not going to put that into I&A3, so I'm afraid we're gonna have cleanupscript eating things until I&A4 comes out. 

  2. I've messed around with this a bit and although it's certainly possible to write a script up real quick that attaches a chemlight to your shoulder:

    Spoiler

    wp9iQ7g.png

     

    it still causes some, how should I put it, issues.

    Spoiler

    1fD2BEe.png

     

    If you know of any script that I can use in I&A3, let me know.  I know ace3 has this module, I know where to find their code.  But I can't use it due to the license under which ace3 is released. 

     

  3. 6 minutes ago, TheScratch said:

    ;)

    1st up, that's a 3 year old topic, a lot has changed since then. 

    Next, it's explicitly mentioned in the rules that the primary role of pilots isn't to do cas but to provide support (rule 4.3.1 & 4.4.1), changes where made to the mission to reflect these rules.

    Additionally, not all the things asked for in that topic where implemented and that topic suggests a lot of the same changes you're suggesting.  And the changes that were implemented then are the same changes I don't mind implementing now.  To get into specifics:

    Spoiler
    • Raise the respawn timers

    Current respawn timer for respawning tanks is set at 30 minutes, the respawn time for one of the jets is also set at 30 minutes, the other at 45.  There are 5 pilots and 45 infantry, naturally the respawn time for tanks is gonna be lower to give more people a shot.

    • Raise service time

    As I said in my initial reply, I'm certainly willing to implement that.  But as you already said, this can be easily avoided by those who know how

    • Cutting amount of jets/UAVs

    If we have an FOB that spawns a tank there are 1-3 respawning jets and 3 respawning UAVs.  If we have both FOBs that spawn a tank there'll be 2-3 respawning jets, 1 respawning cas helo and 3 respawning UAVs

    • Enforce maximum use time

    As said 3 years ago:

    Quote

    This is very hard to track and enforce

    And I said the exact same thing here.

    • Thin out chances of jets/uavs

    I can't recall what the chances where back then, nor do I have the mission files from back then so I can't go check.  So I cannot comment on how this compares to that topic.

    • Change the AA battery

    Doesn't seem relevant at all to this topic.

     

    4 minutes ago, Kacper said:

    @Stanhope Add atleast 1 heavy AT squad per AO (CSAT boyes with Voronas). Vorona is much more effective, it can 1-shot a T-100 + you can't hear a missile warning like with titan (its wire guided)

    I don't know for sure that you do not get these if it's AI firing them but I'll see about adding these.  Although these are still AI and are not effective anymore if you're more than 1km away from them.  So their effectiveness against the people OP is complaining about is questionable.

  4. 1 minute ago, TheScratch said:

    We saw tank commanders camping the tank spawns

    There's only 2 tank spawns in fixed locations, being FOB last stand and FOB marathon.  Both FOBs are pretty rare.  Any other tanks that spawn spawn as side mission rewards.  Where they will spawn at the side mission that's been successfully completed.

     

    2 minutes ago, TheScratch said:

    The ability for the tanks to be ANYWHERE on the island with armour and artillery, armour advantage renders enemy AT useless 90% of times and they rearm in minutes with a supply truck and be back in the fight almost instant. 

    For starters, tanks need to drive places.  Infantry can get flown in.  Meaning that infantry could've taken out 90% of an AOs armour before the first tank arrives.  Next, most tanks don't drive around with an ammo truck (which only spawn at main base) following them.  They have to RTB to rearm.

     

    4 minutes ago, TheScratch said:

    ARMA is about putting work in a mission (generalisation) - achieving goals the easy way is neither rewarding nor thrilling to none of (the more) experienced users.

    Or when was the last time you told a m8 about that thrilling tank assault raid you witnessed while being boot on the ground with nothing to care about as only infantry is your only threat ?

    Are you saying that if you're with 3 guys in a teamspeak or discord you don't find it rewarding to operate a tank to the best of its ability?

     

    5 minutes ago, TheScratch said:

    reduce tank shell count to 30 total.
        raise service time (to min 15min)
        consider cut´ing tank count actual
        enforce a "maximum use time" of tanks (limit it to 1 user for 2h,then apply a 2h wait time)
        thin out chance of side reward to be tank
        change setup of AT to that new AT to guarantee a solid AT threat by it

    Your first point is made useless according to your own arguments as you said that they rearm in minutes with a supply truck and are, again according to you, back in the fight within minutes.  The second one is certainly possible, not even that difficult.  And how would you suggest I cut tank count?  Most of the time we don't have a respawning tank.  And tanks are certainly not common side mission rewards.

    How would a maximum use time be enforced?  All scripting ways I can think of are easily avoidable by those who know how.  And you made this event in response to people who know how to do these things. 

    And again, the chances of a tank as a side reward aren't that great.  Here are the chances from last time I calculated them: https://docs.google.com/spreadsheets/d/1RCt8AbSXH8jScMoPbRL4Hw02ALUdFh9uoETMyQZq58M/edit?usp=sharing

    AFAIK nothing major has changed about it since then.  As you can see there's about a 8.5% chance that a tank spawns as a side mission reward. 

    And what do you mean by your last point?  Enemy armour in the AO scales to player count, the more players the more armour.  I could make it so I check for specific slots but that's not ideal script wise.  If you're interested here are the current numbers:

    Spoiler
    
    case (_amountOfPlayers <= 10):{
      _MBTs = 1;
      _AAVics = 1;
      _IFVs = 1;
      _Cars = 1;
      _mainInf = 3;
      _AAinf = 1;
      _ATinf = 1;
      _recon = 1;
      _helis = 0;
      _jet = 0;
    };
    case (_amountOfPlayers > 10 && _amountOfPlayers <= 20):{
      _MBTs = 1;
      _AAVics = (1 + round (random 1));
      _IFVs = (1 + round (random 1));
      _Cars = (1 + round (random 1));
      _mainInf = 5;
      _AAinf = 1;
      _ATinf = 1;
      _recon = 2;
      _helis = 1;
      _jet = 0;
    };
    case (_amountOfPlayers > 20 && _amountOfPlayers <= 30):{
      _MBTs = 1;
      _AAVics = (1 + round (random 1));
      _IFVs = (1 + round (random 1));
      _Cars = (1 + round (random 2));
      _mainInf = 5;
      _AAinf = 2;
      _ATinf = 2;
      _recon = 1;
      _helis = 1;
      _jet = 0;
    };
    case (_amountOfPlayers > 30 && _amountOfPlayers <= 40):{
      _MBTs = 1;
      _AAVics = 2;
      _IFVs = 2;
      _Cars = 3;
      _mainInf = 6;
      _AAinf = 2;
      _ATinf = 2;
      _recon = 2;
      _helis = selectRandom[1,2];
      _jet = 1;
    };
    case (_amountOfPlayers > 40 && _amountOfPlayers <= 50):{
      _MBTs = 1;
      _AAVics = (2 + round (random 1));
      _IFVs = (2 + round (random 1));
      _Cars = (3 + round (random 1));
      _mainInf = 7;
      _AAinf = 2;
      _ATinf = 2;
      _recon = 3;
      _helis = 2;
      _jet = 1;
    };
    case (_amountOfPlayers > 50):{
      _MBTs = 2;
      _AAVics = (2 + round (random 2));
      _IFVs = (2 + round (random 2));
      _Cars = (3 + round (random 2));
      _mainInf = 8;
      _AAinf = 3;
      _ATinf = 3;
      _recon = 4;
      _helis = 2;
      _jet = 2;
    };

     

     

     

    Other than the service times for tanks being increased (which is easily avoidable by those who know how to) I don't see anything that is wrong and needs changing.  You'll always have certain players who are exceptionally good at what they do.  Doesn't mean we should take away stuff from everyone because of it.

  5. Just undo that, so keep initserver as it was in the mission.  Then go to your server (in case you're testing it locally that'd be your arma client) and find the file named arma3_readme.txt in the root folder of your server (so the same level as you'll find the .exe).  If such a file does not exist, make it.  If it exists clear its content.  Then add the following to this file:

    zeusAdminUIDs = [];
    zeusModeratorUIDs = [];
    zeusSpartanUIDs = [];
    zeusCoreStaffUIDs = [];
    
    getServerPassword = {_pw="yourServerPasswordGoesHere"; _pw};

    Note that that last password isn't the same as the one you use for rcon or for logging in on server, it's the value that "serverCommandPassword" gets in your launch config. 

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