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D34TH

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Everything posted by D34TH

  1. @Jochem I could use some help when/if you find the time as i got steam coming out of my ears on this one ... counts number of "radio" transmissions and/or number of seconds as trigger (*atm i could only do it to work for the vanilla "TAB" key PushToTalk) and once _excess (10 sec and/or transmissions) is reached gives a sound warning and spawns a sniper and some "cover" for him at a high ground, at a distance of _radius (50m but could go up to 1000m) from player.
  2. back on topic : counts number of "radio" transmissions and/or number of seconds as trigger (*atm i could only do it to work for the vanilla "TAB" key PushToTalk) and once _excess (10 sec and/or transmissions) is reached gives a sound warning and spawns a sniper and some "cover" for him at a high ground, at a distance of _radius (50m but could go up to 1000m) from player.
  3. Yes, I completely agree that both Zeus and SL should work towards gaming fun as the ultimate goal (because that is why we all play here) but should be 2 different people with 2 different jobs and tool sets in working towards that goal (like a pilot and co-pilot in an F18 if i may say so) ....my ten cents * only the mission makers and Zeus's approach to doing his job can define what the specific fun in AWE means, SL can only add to that a more subjective kind of fun given his style within the Gauntlet context. Otherwise, each of us risks to define fun for everyone = what he personally sees as fun* **short historical reference: they said communism is perfect because it asks from you only what you can give and gives you what you need ... the deal breaker, in reality, is that the party gets to decide what each can give and also what each needs ...*
  4. I disagree completely on this one and i see a major problem with this approach. In my opinion Zeus's mission is to make it as much fun as possible for everyone while SL mission is to make sure that all players get a pie of the action and enjoy the fun Zeus and Gauntlet provides .... Combining Zeus with ASL is, in my view, the biggest mistake leading to at least one of the 2 very important "jobs" being done wrong every time. (Even an ass. rifleman could provide this kind of fun by pretending he didn't spot that BMP sneaking so it surprises everyone at close range for exhilarating fun and screams but that is not the right approach imo). I think zeus should just zeus and enhance the mission in a fun way for everyone while ASL should just lead the troops into that fun so that the perfect positioning between a milsim and "arcade" gets achieved.
  5. It takes away some of the realism, i agree. Being able to put backpack on chest and take a parachute from the inventory of an air vehicle while in flight would be another story
  6. If you start/ stop the para auto ejection script from an ASL action menu (auto para on/off) you only use resources when needed, give each player para eject action menu only when ASL sets it on and gain alot of time from not taking a parachute from the arsenal and not having to swap backpacks at the arsenal and after landing. Plus ASL could decide a paradrop action on the fly if needed. Would be like gearing up while in the air vehicle..... If you use the safety para script you wouldn't even have to add an action menu for each player, just the on/off for the ASL...i can only test the scripts on local unfortunately.
  7. sound mods, minor scripts which can't be tested in editor or local server, and surely nothing as spectacular as 20 large IED'S ...
  8. off-topic, just for fun self paradrop with chestpack swap to back after landing: paradrop eject with auto chestpack swap to back after landing (this would be nice as an action menu ...) and safety parachute, for accidental ejection, detects ejection(keyboard), player falling and gives parachute, with auto open
  9. @ JOCHEM, nice, but why start it at(-245,+245) from the player position ? _startPos = [(_pos select 0) - 245,(_pos select 1) + 245,0]; ? need a bit of help with this one as i am trying to get the parachute removed and the backpack on back only after the landing .... : the sleep 5 and waituntil do not work as intended ...
  10. sound could be used to detect the AI snipers http://mashable.com/2015/02/16/war-tubas-radar-wwi/#VLn0ycznRPq1
  11. just some thoughts: 1) spawn on high ground at a random distance from the AO center or the LR radio detected location 2) force prone or get in cover (spawning on high ground gives them some advantage), it wouldn't be more of a sitting duck than the rest of the AI i think 3) definition could be using LR radio with a high frequency of transmissions / minute (not ref to the the freq at which the radio is tuned at ) for x minutes from approx the same spot, similar to mortar detection script; as far as detecting/locating the chatter source ... that is the most interesting challenge i think (if you want to code true AI triangulation abilities and not just get the position of the SL player or the radio object itself ) 4)spawning at a high ground will solve the not being in play issue as it would be in a position to spot a major part of the AO if it is worth it in terms of time/energy spent to do it this is of course entirely up to you to decide
  12. @Ryko nope, i am suggesting spawning AI snipers as response to detecting LR excessive radio chatter by BLUFOR vip (SL, Plat Co ) * i will edit for more clarity*
  13. I dont do that. it was a general remark not directed at anyone in particular
  14. @Noah_Hero i appreciate your honesty as i believe it is time to openly discuss the matter i wonder how would those "experienced" have gotten their experience given the suggested approach..... this kind of happiness , maybe shared by a few others is what i believe to be the main core reason for the "lack of volunteers for leading roles" problem in plain words, want more volunteers ? then train, help or at least truly let people try, stop continuous negative comments and gossip , stop discouraging them... give advice only at debrief (if you truly have something worthy to advice) and your feedback after 1 month and keep it strictly objective... it is quite simple really ... On a broader note, I think AWE is a great community, best i have seen so far in ARMA, with great effort put into it over many years, but it needs a clear management decision which should reflect in every single aspect and every single player behavior: is it a closed community or an opened/emerging one, truly welcoming new joiners looking for the unique style of gaming experience AWE represents ?
  15. I agree some are afraid/don't like to play the SL roles but it is not because of any AI Gauntlet would spawn ... there is another main core reason ... PlatCO is a rare occurrence and would not be affected indeed The idea is not to make SL afraid of snipers but to tone down micromanagement/ sergeant like leading behavior, in a game realistic kind of way SL, PlatCo are management roles and can be rightfully done in many ways, Copey has his own valid way of doing it, befitting his management style, personality and his role in AWE but it is not the only way IMO, it is very useful to do the training and see his approach, but blindly copying it (or asking it from everyone else) might not work for everyone ... and could lead to a groupthink, unwanted phenomenon The unwritten prerequisite of being on the zeus list or admin or being an already recognized good SL, necessary atm to be allowed to try and play command roles (or any other role but common squad member as a matter of fact) without continuous, while on mission, scrutiny/discouraging comments from some who either want that role/asset or would like someone else to have it, or would like only white-listed players to ever have it, or are encouraged to do it, or think it looks cool in a stream, or just do it cause is what they have seen others do etc is the main core reason IMO and is what makes some people uncomfortable with getting in a command role. Of course I could be wrong, but my 20 years of real-life people management led me to this opinion.
  16. The idea is to have once per week//month//year a different "crazy training"/testing hour consisting of : 1 any mod allowed / debug on 2 use any gear//vehicle reason: while doing all of the above on local is possible, testing some scripts and how a mod would work in the real multiplayer Gauntlet environment is unmatchable + the use of any gear or asset no matter the role would be a fun way to crazy train and let off some precisely colored steam (latter part doable only in the server) and make it easier to comply with the complexities present in the rest of the time imo (+could also test AI response to unusual assets and methods being thrown at them) doability: i do not know
  17. The idea is to spawn *AI* snipers once *BLUEFOR* vip is detected (radio transmission rate/min and voice volume way above avg - "the micromanager / drill sergeant approach" - for ex) realism : triangulation to find the vip emitting radio pos is achievable without necessarily decoding the transmission, enemy focus on vip once detected is realist doability : spawning AI in response to something is already implemented, presence of LR radio in gear is there , AI LR triangulation/detection of transmission rate/min and voice volume i dunno but should be because would be a nice tool reason: the lack of volunteers for command pos is being tackled by giving extra incentives and training (may or may not solve the core issue), the vip com usage could be tackled by this approach (in the end, what kind of commander shies away from a good extra challenge? and to keep a low profile in general and minimize vip radio chatter could be a most welcomed challenge imo) *jamming LR transmission for 1,2 min from time to time could also be a realistic challenge ...
  18. maybe BAF Coyotes and Jackals "draw" the ammo from an exception written just for them
  19. did some further testing also with a random a spiral method and circles at 10m accuracy and the results at 1000m, 10m accuracy were: square :65ms circles: 88ms random: 76ms spiral: 94ms
  20. Truth is i have inadvertently cheated at the long ranges accuracy since it is searching in arcs ... I'll try an (archimede) spiral instead of multiple circles to see if it gets faster. About indexing the map i thought it was a good idea at the time only because i didn't know about getTerrainHeight , but since it exists there should already be a map coord database where it searches the heights... or it works in some other way ... thx !
  21. @Jochem i'm getting better (20 ms) ... thank you again !
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