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Posted: Sat Oct 01, 2016 8:34 pm     Super secret spam barrier
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There are markers on the map that the mission generator randomly chooses from. You could clump them closer to the border regions if you wanted, or if you could recruit someone like Dom or Diz to take a look at it, I am sure they could come up with options via the menu system to change the mission types from the current Air, CQB, Support to something like Near, Mid, Far in terms of distance. Alternatively, a respawn truck that can be driven up the map to allow players to respawn at it instead of base might be the way to go.

"Never turn down an ale, who knows if it may be your last."


Posted: Sat Oct 01, 2016 9:54 pm     Super secret spam barrier
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Serjames wrote:
Agreed Missions at the top of the map are really hard to get to. I Watched MeFirst and a public player scoot a Warrior succesfully all the way up the map past the big airfield to the AO only to be killed right at the AO by a Metis launcher... Even Super ZEUS medic couldn't put Humpty together again...

:-(

Not sure if the setting got corrected, but maybe insta death was turned off? That guy had so many wounds, he should have been dead in the first place. He was inside the warrior when it blew up after cooking off. I dunno about all this fancy scripting and tasking, but it would be nice if you would have a indicator how far away a mission is before you select it.


Posted: Sat Oct 01, 2016 10:11 pm     Super secret spam barrier
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"Task Complete:

Comms Base destroyed"


"Task Complete:

Comms Base destroyed"

"Task Complete:

Comms Base destroyed"


"Task Complete:

Comms Base destroyed"


"Task Complete:

Comms Base destroyed".........ad nauseam


Posted: Sat Oct 01, 2016 10:35 pm     Super secret spam barrier
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Had the ssame thing the other day with a medical evac.


Posted: Sun Oct 09, 2016 9:44 pm     Super secret spam barrier
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Red Vanguard Updated to play - and live on the server now

v13 09/10/16 SJ
- Replaced "I_mas_cars_Ural_repair"
 with "rhs_gaz66_repair_msv". "I_mas_cars_Ural_ammo" with "rhs_gaz66_ammo_msv" 
- Deleted "mas_add_FlagCarriers"
- Added SA-10 Area Defence SAM site (OH yeah....!)
- Added rhs_faction_socom_marsoc, rhs_faction_usarmy_d, rhs_faction_usarmy_wd, rhs_faction_usmc_d, rhs_faction_usmc_wd to OpCom
- Replaced ACE Sitting with ACEX Sitting
- Added ACE advanced Throwing
- ACE Fatigue disabled (temporary until we have a realistic balance)
- Commented out CHVD elements from Desc & Init
- Enabled ACE Advanced Ballistics (snipers only)
- updated Init to align with Lifetap new Zeus Standard


Posted: Mon Oct 10, 2016 3:48 pm     Super secret spam barrier
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Still no lights at spawn on Red Vanguard.

The Arsenal is also all over the shop.


Posted: Mon Oct 10, 2016 6:25 pm     Super secret spam barrier
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1st Lieutenant
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Location: Surrey UK
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Public Regular (1) Operation Medal (3)
Thanks for the feedback. I will take a look at lights and "attempt" a fix on the arsenal. Anyone cleverer with scripts than me able to give me some clues.


Posted: Mon Oct 10, 2016 9:57 pm     Super secret spam barrier
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1st Lieutenant
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Posts: 6573
Location: Surrey UK
Ribbons:
Service Medal (7) Media Man (2) Donator (1)
Modding Team (1) Frag of the match (1) Leadership (1)
Public Regular (1) Operation Medal (3)
v14 10/10/16 SJ
- Added lights to Base
- Removed non US Army Factions (trying to speed up ALiVE load)
- Replaced all ALiVE Custom config modules (didn't speed up ALiVE initialisation
- added missng UK3CB scripts folder to mission (lifetap, can you check this is right. Cfg'
s called in the Description.ext right ?)


Posted: Tue Oct 11, 2016 6:20 am     Super secret spam barrier
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I'll pull a list of class names to be blacklisted sometime today.


Posted: Tue Oct 11, 2016 7:36 pm     Super secret spam barrier
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Vehicle respawn script does not work on RedVanguard mission.  Just hosted locally Operation Triglav and RedVanguard missions. It does work for Triglav mission. Unsure what is the reason.

See Ya Around


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