3 Commando Brigade

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Posted: Fri Jan 16, 2015 12:51 pm     Super secret spam barrier
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Serjames wrote:
Zeus on the public does produce the right skill level - wierd

Yes, and in my tests on SP with no mods too.
Can you check whether the AI behaviour of Alive spawned units is actually VCom controlled? We've presumed it is, but let's double check.


Posted: Fri Jan 16, 2015 1:04 pm     Super secret spam barrier
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Yes it will be - matched my setup when run locally.

I.e. ran ORIGINAL vcomAI settings as per Pw6 DL and had AI with skill set at 100%

Ran our modified file and had AI with (about) 50% ai skill level at same spawn point. (that included all the player slots who had spawned in as AI too)

SO it works perfectly on a local machine.

Now repeating this test on DEV 2. 


Posted: Sat Jan 17, 2015 10:46 am     Super secret spam barrier
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When was Potominkus Zeusing ? - he's not an Authorised user - please confirm.

Only NCO's and above have server Admin rights - which looks like it's about to get culled as someone is obviously passing information to people who shouldn't have it.

@goodson


Posted: Sat Jan 17, 2015 11:38 am     Super secret spam barrier
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@Pero: When were you on yesterday? I was in Zeus from roughly  19:00 through 01:00am,  however I thought I had paid attention to neither spawn in the @CUP faux-Russians nor spawn people in close to players. 


Posted: Sat Jan 17, 2015 1:07 pm     Super secret spam barrier
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Sounds like a case of mistaken iZeusity.

SJ


Posted: Sun Jan 18, 2015 9:42 am     Super secret spam barrier
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One issue with TAW View Distance is that it doesn't save my settings.

When on foot, I set my view distance to 2k.
When I command a tank, I set my view distance to 2.5k.
When I fly, I set my view distance to 5k.
I like my grass set to Low.

Leave the server, come back the next day. Settings reset >:-(


The solution?
CH View Distance Script

The same as TAW VD, but better ;)


Separate matter: AGM Team Management - I believe in the last update we're now able to disable this on our server? If so, please can we do so? So far everytime I've joined the public server the sections become bloated or fragmented. Last night I was in a section of nearly 15 men! Not to mention the group markers/names corrupting. It's a nightmare.


Posted: Sun Jan 18, 2015 10:43 am     Super secret spam barrier
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For those that don't know (and Goodson, you SHOULD know because you're supposed to be helping to test it!), there is a 3CB config mod coming out very soon which, amongst other things, will disable the AGM group leave/join feature.


Posted: Sun Jan 18, 2015 11:43 am     Super secret spam barrier
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Apollo wrote:
For those that don't know (and Goodson, you SHOULD know because you're supposed to be helping to test it!), there is a 3CB config mod coming out very soon which, amongst other things, will disable the AGM group leave/join feature.

There's no need - it's already a feature since the last update (as I said):

AGM wrote:
v0.95.1
- Added: Way to disable team management (#1884)

Unless the config does something better (explain)? Also, I've never been asked to test it (only create the repo for it).


Posted: Sun Jan 18, 2015 11:51 am     Super secret spam barrier
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Goodson wrote:
Apollo wrote:
For those that don't know (and Goodson, you SHOULD know because you're supposed to be helping to test it!), there is a 3CB config mod coming out very soon which, amongst other things, will disable the AGM group leave/join feature.

There's no need - it's already a feature since the last update (as I said):

AGM wrote:
v0.95.1
- Added: Way to disable team management (#1884)

Unless the config does something better (explain)? Also, I've never been asked to test it (only create the repo for it).

http://www.3commandobrigade.com/viewtopic.php?f=79&t=3422&start=50  (private thread for modders)
Thread that details the changes, including AGM group feature - no post from you or anyone else noticing this apparent feature change in AGM.
Also this thread implicitly asks for people in the mod team to test (currently up on Dev 1), with a few of us having put down test results.
Contribute to that thread to get the imminent 3CB config mod changed if you know another way to do it. Does it say how? I've not noticed anything in the AGM modules.


Posted: Sun Jan 18, 2015 11:58 am     Super secret spam barrier
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Lifetap wrote:
I'll see if I can co-opt a few people to help me test it.

Haven't been asked yet. Would rather test with Lifetap's supervision so I know exactly what he wants testing (and how).


Anyway, that's a separate topic that we should leave to private discussion. Back to the team management question - not sure how to change it, I just remember seeing it as a feature (maybe there's a value we set to false in the init.sqf?). I'll see if I can find out.

Also, what about the view distance script suggestion?

Not trying to be a pain Apollo, just genuinely interested ;)


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