3 Commando Brigade

Realism. Tactics. Fun.

+ New Topic Locked

Public Server Feedback

2023 posts in this topic
Posted: Wed May 27, 2015 8:29 pm     Super secret spam barrier
Offline
1st Lieutenant
1st Lieutenant
Other duties:
Game Admin
Site Admin
Modder
Founder

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)
Base could do with some more lights... pitch black for me and I couldn't find a thing :) lol


Posted: Thu May 28, 2015 11:21 am     Super secret spam barrier
Offline

Posts: 5913
Location: Essen, Germany
Ribbons:
Media Man (2) Donator (1)
Kryklin wrote:
I can confirm that i have non-Alive placed AA units on ground. The issue was not helicopters/planes spawning units. That was disabled. The issue was having to custom objectives whiten 800m of each other which spawned double the units needed for one AO. This issue however has been fixed in v8. The current things i am now working on is making the UAV's and UGV's workable after they re-spawn and editing the service menu script to spawn the right kinds of ammo and weapons sets.

Quote:
Base could do with some more lights... pitch black for me and I couldn't find a thing Image lol

Noted :P

I hope everything else is ok on the server. If anyone finds any issues whatsoever just pm me, poke me or type a message here so i can fix it.


Just a little tip for you.

When plcaing lights in and around the base, check on how it looks from the air with night vision on. When you are flying and try to land with night vision on, a base that is overly bright is not really helping.


Posted: Thu May 28, 2015 11:34 am     Super secret spam barrier
Offline
1st Lieutenant
1st Lieutenant
Other duties:
Game Admin
Site Admin
Modder
Founder

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)
Good point...  then we would need to move those landing spots further from the Player Spawn/base area. Currently the base has "pools of light" in certain areas, but not overall coverage... Taller Lamps ?

The Stadium ones are always quite good. (another reason to keep rotary wing AWAY from the main base Noise Grief + Foreign Body Hazard

SJ


Posted: Thu May 28, 2015 11:46 am     Super secret spam barrier
Offline

Posts: 1225
Location: Manchester- UK
RDogg wrote:
An alternative but much more elegant and rather hilarious method... Hand flares. Nothing like the power and brightness of a neutron star in the palm of your hand! :D


Never leave base without them!

Murphy's Law of Combat Operations # 8: If at first you don't succeed... call in an airstrike.
ImageImage


Posted: Thu May 28, 2015 5:06 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
Mission: Kryklin_DeathStalker_V11.Chernarus

Repo: 46 mods, replaced @agm (broken by cba update) with @ace3, removed @burnes_challenger and @3CB_config since they depend on @agm
Also had to move @burnes_mk10 to the end of the modlist  (finally had some fun with create after destroy!)

Server Command Line

"-mod=
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@ace3;
__a3__\@agm;
__a3__\@alive;
__a3__\@asdg_jr;
__a3__\@asdg_jm;
__a3__\@rksl_attachments;
__a3__\@3cb_baf_weapons;
__a3__\@cup;
__a3__\@hlcmods_core;
__a3__\@hlcmods_ak;
__a3__\@nato_russian_sf_weapons;
__a3__\@task_force_radio;
__a3__\@stkr_bi;
__a3__\@3cb_baf_units;
__a3__\@3cb_baf_vehicles;
__a3__\@3cb_config;
__a3__\@beretpack2;
__a3__\@burnes_challenger;
__a3__\@cha_av8b;
__a3__\@chinookpack;
__a3__\@fa18_a3;
__a3__\@grace_fv510;
__a3__\@grace_real_warrior;
__a3__\@mas_nato_rus_sf_veh;
__a3__\@psylandrover;
__a3__\@tpc_su22;
__a3__\@blx;
__a3__\@african_conflict;
__a3__\@rhs_afrf3;
__a3__\@rhs_usf3;
__a3__\@leights_opfor;
__a3__\@mad_build;
__a3__\@mbg_buildings3;
__a3__\@fdf_podagorsk;
__a3__\@mad_resh;
__a3__\@mbg_celle2;
__a3__\@ngs_capraia;
__a3__\@panthera_a3;
__a3__\@isladuala_a3;
__a3__\@namalsk_lite;
__a3__\@nziwasogo;
__a3__\@xla_fixedarsenal;
__a3__\@burnes_mk10;
@bcombat;
"

HC connected and Bikeys On


-----------------------------------------------------------------------------------

Since the @cba update apparently broke @agm we've (temporarily?) switched to @ace3. Kryklin quickly switched over his mission to use ace3 (Thanks!) and the server and repo have been updated.
It's a bit rough around the edges so don't infer anything from the current settings, they're just what we could come up with right now.


Posted: Thu May 28, 2015 5:13 pm     Super secret spam barrier
Offline

Posts: 5913
Location: Essen, Germany
Ribbons:
Media Man (2) Donator (1)
Would be nice to know what ACE3 Medical Systems we are using on this.

There is no war to end all wars.


Posted: Thu May 28, 2015 5:18 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
Mefirst wrote:
Would be nice to know what ACE3 Medical Systems we are using on this.
basic for now -- not nearly enough documentation on the advanced system yet


Posted: Thu May 28, 2015 5:22 pm     Super secret spam barrier
Offline

Posts: 5913
Location: Essen, Germany
Ribbons:
Media Man (2) Donator (1)
?

http://ace3mod.com/wiki/feature/medical-system.html

There is no war to end all wars.


Posted: Thu May 28, 2015 5:27 pm     Super secret spam barrier
Offline

Posts: 1585
Location: Zurich, Switzerland
Ribbons:
Donator (1)
Mefirst wrote:
Yeah, but it's not complete. It lists what most of the items do but it doesn't actually explain the underlying system. I.e. how does blood loss work? When do you go unconcious? What counts for 'bleed out' -- down time or actual blood levels? 
So until they stop playing Witcher3 ;) and continue the documentation we'll either have to read the source code or do looooots of trial and error.


Posted: Thu May 28, 2015 5:37 pm     Super secret spam barrier
Offline

Posts: 5913
Location: Essen, Germany
Ribbons:
Media Man (2) Donator (1)
Alexander wrote:
Mefirst wrote:
Yeah, but it's not complete. It lists what most of the items do but it doesn't actually explain the underlying system. I.e. how does blood loss work? When do you go unconcious? What counts for 'bleed out' -- down time or actual blood levels? 
So until they stop playing Witcher3 ;) and continue the documentation we'll either have to read the source code or do looooots of trial and error.

You can take pretty much all those things from CSE since the advanced system is basically CSE. :)


+ New Topic Locked


Who is online

Users browsing this forum: No registered users and 73 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

phpBB © Forum Software
© 3 Commando Brigade Gaming Community
All images belong to their respective owners


3CB Modern design by Jamie Goodson
WysiBB