3 Commando Brigade

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Posted: Tue Oct 07, 2014 4:06 pm     Super secret spam barrier
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TheGuy wrote:
Not sure if ArmA or mission related but occasionally when you get in a Helicopter or Vehicle it blows up on Engine start or as soon as you get in after the animation completes. There's also no refuel truck?

Just found this link discussing the bug and a possible work around. 
Will look at implementing.
http://forums.bistudio.com/showthread.php?174119-East-vs-West-(OFP-inspired-mod)/page32

Added refuel truck in v8.


Posted: Wed Oct 08, 2014 7:49 am     Super secret spam barrier
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Quite a funny thing happened last night, an enemy sniper ran up to where the vehicles are parked in base and shot at me about 15 times and missed luckily. Not long after the base started taking enemy fire from the compound to the east just 200 metres away. It wasn't a problem taking them out but are there any base defences in place at the moment to at least stop contacts getting inside the base?

Skinny


Posted: Wed Oct 08, 2014 11:46 am     Super secret spam barrier
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Here comes the big one again. Today we're re-testing Trixies British Weapons.
Please report any crash-to-desktop issues in this thread.

Modset 8/10/14
@african_conflict
@allinarmaterrainpack
@asdg_jr
@beretpack2
@cba_a3
@chinookpack
@dr_cep
@nato_russian_sf_weapons
@outlw_magrepack
@rh_m4_a3
@sthud_a3
@st_nametags
@task_force_radio
@trixie_britishweapons [Added]
@vts_gesture
@vts_weaponresting

Optional
@st_stamina_bar
@tao_foldmap_a3


Mission: 3CB_BMR-Insurgency_v09.Takistan
v9
- added anti-collision function to vehicle respawn
- base guardians positions modified and made invincible


Admin Server notes: 
- now running @trixie_britishweapons, also need to run @asdg_jr on server or it doesn't start; order of mods seems to be super important - more experimenting required
- battleEye off
- bikey's on


Posted: Wed Oct 08, 2014 5:58 pm     Super secret spam barrier
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VERY STABLE SO FAR.

African OPFOR is a lot tougher to fight I think... Maybe it was my rubbish tactics lol


Lovely having L85's back on the game.

Noticed dead bodies de-spawn too fast - can we set the timer to 10-15 Mins ?

SJ


Posted: Wed Oct 08, 2014 11:46 pm     Super secret spam barrier
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Joeaniator1 wrote:
Can there be more CQB combat because if we were the AI we would set up in buildings instead of out in the open and CQB is a lot of fun

Yes, when we get ALIVE back on. Won't be long.  :-)


Posted: Wed Oct 08, 2014 11:49 pm     Super secret spam barrier
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Apollo wrote:
Joeaniator1 wrote:
Can there be more CQB combat because if we were the AI we would set up in buildings instead of out in the open and CQB is a lot of fun

Yes, when we get ALIVE back on. Won't be long.  :-)
OoooooooooOoooooOoooooo...... I'm getting excited!


Posted: Thu Oct 09, 2014 1:26 am     Super secret spam barrier
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How many Mods are we still adding to this? Just out of curiosty, I mean i know it helps the Testing purpose and progressing on to narrow down a lot of things that might go wrong or not but I guess the amount of Mods getting added on and on could be a Problem for new players trying to have a quick game on our Server, that said it could also show some dedication downloading all of them! :D 

Image


Posted: Thu Oct 09, 2014 1:56 am     Super secret spam barrier
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Niko wrote:
How many Mods are we still adding to this? Just out of curiosty, I mean i know it helps the Testing purpose and progressing on to narrow down a lot of things that might go wrong or not but I guess the amount of Mods getting added on and on could be a Problem for new players trying to have a quick game on our Server, that said it could also show some dedication downloading all of them! :D 

Fair questions Niko.

We're following the A3 Mod Roadmap.

It doesn't mean to say that we'll eventually run all of these mods all together on the public server, but it will enable us to build a modset which mission designers can choose from.

However, I don't actually see a problem with having 100 mods (if we've proved they're all stable). It's no different to having 1 mod in some respects. A potential player still has to find our MODS page and click the download repo button, then click INSTALL in PwS in order to play with us. The number of mouse clicks is the same, all that changes is how long you have to wait while it downloads. I know that's a simplification, but you see the point!

What's next? Now that Trixie's is actually ok (it looks like it was BattleEye causing trouble) we'll be working on getting our MTP Uniforms/Backpacks/Helmets in game. There may be some delay in this happening (along with Jackal's / Landrovers), so @Alive might make a reappearance along with a new public mission to keep things fresh and interesting.


Posted: Thu Oct 09, 2014 12:03 pm     Super secret spam barrier
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pavarotti wrote:
Probably has nothing to do with the modset but i thought id mention it anyhow;
Started getting memory leak on Arma app at around 21:00 ish yesterday, kept dumping more and more until it actually crashed me into a non-closeable blackscreen.
Gonna screw around a bit tonight and see if it was a one off thingy.

One or two guys last night with a fair bit of desync, Sam crashing a few times, dont know the symptoms tho.
(ps. loving that the beast L129 and LMG are back ;) )

Sam's connection was bad. He kept losing Teamspeak before Arma.


Posted: Thu Oct 09, 2014 7:18 pm     Super secret spam barrier
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Yeah I had DREADFUL Issues last night on my Virgin connection. Seems to be the same time each night which is REALLY annoying. Router tells me I'm getting Port Scanned but the trace IP is the Broadband network upstream.... Ahhh !


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