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Grezvany13

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Everything posted by Grezvany13

  1. Since I'm Dutch I played a lot with the Dutch units (in ArmA2), and currently there are 2 mods with Dutch units (and vehicles). Not sure which one is "better", but since I know some guys from Lowlands Tactical, I would recommend this one: NLD Units https://forums.bistudio.com/topic/175925-nld-units-v01/
  2. No problem. And if there's something I can do to help (as in programming), I'll be happy to take a look at the code. Can't promise anything, since it has been a while since I wrote stuff for ArmA
  3. I've created several loadouts with the Arsenal (in Editor, but with Arsenal script from I&A mission), however after saving them it's impossible to load them again. The mission file which I used: co60_AW_Invade_Annex_2_86D.Altis Arsenal script: vaserver.sqf After doing some research, it seems that the issue is generated due the "composite weapon" class names. eg. "arifle_MX_F" (whitelisted) + "optic_Arco" (whitelisted) + "acc_pointer_IR" (whitelisted) + "muzzle_snds_H" (whitelisted) = "arifle_MX_RCO_pointer_snds_F" (NOT whitelisted) It's a known issue (see: https://feedback.bistudio.com/T79336, https://feedback.bistudio.com/T81287), but can be "fixed" by adding all (allowed) combinations to the whitelists.
  4. The biggest problem is, if you only know the "basics", you will get shot at But in general I trust the pilot, and will help him/her to arrive at location as safe as possible (if needed). And if something happens, well, it's a game, so I'll respawn
  5. Flying might be the wrong term, but you can land a helicopter while not having a main rotor (will be a very hard landing). Most helicopters are aerodynamic enough to be able to glide, and since A3 allows helicopters to slide on the ground (instead of crashing while going 5km/h), it's technically possible to do this. It does require a working tail rotor though. But you're right, a decent pilot should be able to land while experiencing an engine loss. A professional pilot will at least try to land without a main rotor, instead of screaming
  6. I don't agree with you (about "basic transport flights isn't any kind of a challenge"), and I'm far from an expert myself too. Although I do have quite some flight hours in ArmA2 (+100 hours of offline training, unknown hours of MP flying). Doing transport flights is one of the most difficult things of flying and it will separate the n00bs from the pr0's within seconds. To be a decent pilot you need to be able to do at least the following: - communicate with command and other pilots (TS is crucial) - able to fly a damaged air vehicle (no tail rotor, no engine power, no fuel) - able to (safely) land a damaged air vehicle - able to read the map to find a safe approach and landing zone - able to adapt your plan based on the situation - able to be the boss of your vehicle Especially the last 2 points are something a lot of pilots are missing (even with the pro's), although at 99% of the public servers I played at, all of the above was missing with most "pilots". At this time I won't even consider flying while transporting other players or transporting precious cargo. About the whitelist idea; even though I don't think it's a bad to improve the quality of the pilots, it's a bad idea for the server. New players (who might be great pilots) won't play, and like said before, it's just too much work to monitor and regulate.
  7. I'm not a scripting expert (for ArmA that is ), but if I'm correct the following should work or at least should give an idea on how a feature like this can be implemented. Of course this script can also be used for other things // set the amount of players which will trigger the lock/unlock _maxPlayers = 10; fnc_lockCoPilot ={ // run script to lock the co-pilot slot } fnc_unlockCoPilot ={ // run script to unlock the co-pilot slot } // get the amount of plyers currently at the server // but exclude the HeadlessClient fnc_getPlayerCount ={ _cnt = count (allPlayers - entities "HeadlessClient_F"); } // get the amount of players and lock/unlock depending on the _maxPlayers variable fnc_checkPlayerCount ={ params ["_maxPlayers"]; _cnt = call fnc_getPlayerCount; if (_cnt < _maxPlayers) { call fnc_unlockCoPilot; } else { call fnc_lockCoPilot; } } // execute script everytime someone joins or leaves the server onPlayerConnected { [_maxPlayers] call fnc_checkPlayerCount; } onPlayerDisconnected { [_maxPlayers] call fnc_checkPlayerCount; }
  8. Uhm... I said that, since I haven't played with TFAR yet, I don't know if it has the same features as ACRE like setting the stereo mode of the radios (or even channels). However, since I'm a nice and curious person, I checked the documentation and will share it with the rest of the readers. I found out it is possible to set a single radio to a single (or both) ear. But I can't really figure out if this also applies to specific channels. As for audio quality: I've listen some youtube videos to compare both systems (although some are rather old), and I have to say that I prefer the ACRE quality. Especially the 3D placement of direct chat seems more realistic, and the distance seems to fade "better". Also the cracking in the radio transmissions feel more realistic in ACRE, even at lower distances.
  9. Actually, I like the fact that there are 2 separate radios and I love the way how ACRE supports this. Especially the fact that you can set a radio to either the left or right ear, instead of (always) both ears. I've used this in the past by setting my squad radio to my left ear, and my platoon radio to my right ear (dominant side). This way I know exactly from which radio the information is coming, and the platoon radio is more "in the ear" since it's on my dominant side. Even when I'm not in a commanding role (and if the CO allows it), I'll bring an extra 148 with me and set it to the platoon channel (especially useful as TL or Medic) to get the extra information when the SL is either unable to listen/reply or to help him with his duties (listen only). Since I've not used TFAR yet, I don't know if it's possible to do the same (put one channel/radio in one ear, and another in another ear). Besides that, I think that the different features of the radios (like the range) make it more useful to carry 2 radios instead of 1. Within a team/squad you never should be 300 meters away from each other, where another squad in the platoon should be more than that.
  10. BTW, I don't know if referrers get something extra here (like 5 seconds of infinite ammo, or an extra medkit in their loadout), but I found the servers and therefor community through the YouTube video's of Leutin. Otherwise just kudos for him for showing how AhoyWorld plays and how much fun the game can be
  11. Hello AhoyWorld! Since I've been playing on your servers a couple of times, I've figured it would be nice to introduce myself My name is Johan (aka Grezvany13), I'm 30 years old (I know, prety old for a gamer ) and currently living in Germany although I'm originally from The Netherlands. I've been playing the ArmA series (and Op. Flashpoint) as long as I can remember, and I've been hooked since the first time I've played it. Unfortunately I had some issues with ArmA3 after it got released, but with the recent 1.60 patch I'm finally able to play again (Alpha and Beta did work perfectly as well), so here I am. Playing mostly in decent squads, and really like the milsim aspect (both in game and airsoft), I've managed to not only play ArmA2 for over 1000 hours (with ACE and ACRE), but also play multiple roles (from rifleman to platoon leader, from medivac medic to A-10 squadron leader) and types of gameplay (yes, I have to admit I've played DayZ mod ). If you find me on #EU1 or #EU2, I'm probably running around as a medic trying to patch everyone up. On #EU3 I will take any role which is needed, although I will decline any leading roles (for now), since it has been a while. Or the medic role, since ACE3 Medical is still on my learning list. I might not be able to play on a regular basis (my girlfriend wears the pants...), but I'll do my best to be at service.
  12. As a new player at Ahoy, and not really played with TFAR (yet), my opinion shouldn't be weighted too much for this discussion ACRE: in my opinion a great radio add-on, but has some flaws (not always stable, rather steep learning curve). But the fact that it's able to simulate distortion due range and/or objects is great, and I love the feature to have 2 radios; each one attached to a single ear (left = team, right = platoon). TFAR: as I said, I haven't really played with it by now, and I'm not familiar with the full feature set of this add-on. Although if I read the documentation, and different articles and topics about it, it looks less complex but also has less features. As for realism; having any radio system over people shouting on side chat is already realistic enough for me, so the type of radios used doesn't really matter. To be honest, ACE Medical is still way more complicated than any radio system out there (just like in real life), and both add a lot of realism into ArmA3. One last note: perhaps it's an idea to write a guide about how to use the radio's (when the final decision has been made) and add a link in the TS channel. Also, when new players enter the server who have questions about it; take them apart and help them with their questions/problems (instead of kicking/banning them for "not being prepared").
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