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=VG= SavageCDN

VG Clan Administrators 2A (Inactive Duty)
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Everything posted by =VG= SavageCDN

  1. Cinder city is a small map with a bunch of buildings that are mostly all enterable (even by AI) Some buildings have breach points on the exterior walls where you can place C4 or other explosives prior to breach. http://www.armaholic.com/page.php?id=15181
  2. When: Saturday October 20th 18:00 GMT - warmup and troubleshooting 19:00 GMT - Mission start Click here to find out what the current time is in GMT: http://wwp.greenwichmeantime.com/time/scripts/clock-8/runner.php Where: VG Community Events Server 5.9.23.136 port 2322 Password: vg What: Simple seek and destroy COOP mission - clear the town of OPFOR and secure the marker area. **MISSION FEATURES** CQB-friendly AI: UPSMON patrol scripts - AI will check buildings for enemies if in combat mode Garrison Script - AI groups will garrison and defend random buildings TPWC AI Suppression - AI units will be subject to proper fire suppression ** The author of this mod/script has provided me with a beta of the dedicated server only version of this which we will put through it's paces !yes The AI is a challenge on this mission - we will be fighting Russian Spetnaz and they are not happy!! ACE Revive: Revive and respawn script with configurable parameters Only medics can heal and administer epi and morphine (all units can bandage) ACE Full Heal in the field is a parameter option Number of lives is a parameter option Automated AI medic at start position Limited weapons - select few alternate weapons available in briefing screen. Only ammo boxes available in mission (no weapons crates). Full loadout at mission start (medics too) ACE mortars (good luck with that...lol) UPSMON AI groups will respawn when killed Garrison groups will stay dead Mod List: @ACE @ACEX @ACEX_RU @ACEX_USNavy @ACRE @CBA @CBA_A2 @CBA_OA @JayArma2Lib_new @MBG_CinderCity @MBG_KillHouses @st_interact @st_movement **there may be more... details to follow Of course all client-side mods are allowed: Blastcore, JSRS, sthud, etc Who: Maximum player slots: 20 Roster so far: 15 Savage Morrison Poffadder Iffn Murderface Wooz Castor Semler Outlanders Ciro Ingo Speirs Terremer Liquid Tracer Cold Slots: Commander Poffadder M4A1 M203 Socom F RCO Corpsman Savage M4A1 Socom F MG Squad Leader Mk48 MG Gunner Morrison Mk48 Fire Team Leader Semler M4A1 M203 Socom F EoTech Assault Grenadier Outlanders M4A1 M203 Socom 13 Assault Rifleman Cold M4A1 Socom F Corpsman Liquid Tracer M4A1 Socom F Fire Team Leader Murderface Assault Grenadier Iffn Assault Rifleman Ciro Corpsman Ingo Fire Team Leader Castor Assault Grenadier Speirs Assault Rifleman Terremer Corpsman Wooz Fire Team Leader Assault Grenadier Assault Rifleman Corpsman
  3. aaron's right... you just can't beat flip-up headlights
  4. Very slick ... can you make it so i can play other video games on the watch while halo jumping?? !crazy
  5. There are a few different domi versions on the server not sure but one might run better than the other. Try adjusting parameters to remove any ambient stuff and also turn OFF TWPCAS suppression and LOS in parameters if available. Perhaps playing some of the other stock i44 missions would be better? I've always found i44 Domi to be laggy..
  6. ^ cannot run an Arma PR server until the mod is out of beta.
  7. Yep good point..remember though until we test running all these things on the same box.. the number of cores/RAM etc does not mean we can put 10000 servers on the box. It may be that running DayZ and MSO and Insurgency and a mods server is too much (also we have other services running on it as well...MC, TS3, etc).
  8. I'm not saying it should be cancelled.. just that if we are deciding between one or the other I'd chose MSO.
  9. @outlanders - I don't think anyone can run an Arma PR server yet as it is still in beta. @random - that's what MSO is... patrol ops with a bunch more stuff http://www.armaholic.com/page.php?id=13336 Can we wait for a bit longer so more people have a chance to vote before deciding??
  10. That ASR mod I posted about earlier is a must-have. Also going to post some links to missions or mission packs that should be tested and go on the server http://www.armaholic.com/forums.php?m=posts&q=18950&d=0
  11. ^ I'd put up an Arma PR server in a second if we were allowed to !rose
  12. My vote would be for MSO over DayZ. I will of course play any DayZ events or other organized things but just don't see me playing it on a regular basis.
  13. Fastjack taking a rest break.. I am..uh.. securing the area...
  14. Yeah that is a good point and I'm as guilty as the next guy for not being on Insurgency more. I will try to rectify this. With regards to DayZ... I was never a huge fan of it to begin with although it was fun when we were all playing it... I think it just got too easy/repetitive once we all had super weapons and supplies. Perhaps some banditry would be a good idea? Personally I liked the MSO stuff a lot better.. but that is my $0.02
  15. Ah ok yes.. I can set the respawn button to any time as well (ie: same # of seconds as revive timer = no respawn until death)
  16. Yes that is how it is supposed to work - you can be revived for upto 300 seconds then you die and have to respawn (I can set it to any number... 3000 seconds.lol)
  17. I have no idea I only really started to work on it last week. I'm actually still amazed almost everything worked as it should :) With that island I could easily do 4-5 more missions with the same theme. Saturday all we did was recon a small corner of the top part of the island !yes Some small problems though - most buildings on Namalsk are NOT enterable by AI units so it will be hard to do any cqb or house-clearing type missions. @FJ - what do you mean 'longlife' campaigns? Ones that take a long time to complete?
  18. The backpack issue is a problem with ACE mod and the briefing screen... you cannot add or remove backpack items at that screen... so those items that were already in your backpack I had to manually add when creating the mission (thanks to LEA loadout editor). Usually most missions we have a big ammo crate to choose stuff from at the start, but since we spawned in boats I had to do something else.. besides I hate the big ammo crate at start it is such a waste of time :) With regards to the respawn not sure what happened there. What should happen is you should be unconscious for 300 seconds then you die. There is a button that appears after 45 seconds of being unconscious that allows you to respawn instead of waiting for a revive. That was my first time trying the ACE Revive scripts so I may have fucked something up.. did anyone else die and respawn like Fastjack?
  19. ^ yeah that's why I didn't add it to the list.. I'm hesitant on selecting mods not available through SU as it means players will have to download and manually install the mods...
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