• ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
    5,000 replies, posted
"Deadzone is the poor man's TrackIR" -Versten 2016
[QUOTE=SFArial;49710927]Hey guys, me and Whitefox are hosting infantry training on saturday at 19:00 GMT. Event will be put up in a couple of hours and posted here as a reminder. The event page will only exist to gauge interest, so if you can't get a slot, don't worry about it and feel free to drop in when we start because I intend for it to scale with any number of players. The plan is to go over some basics on the individual level first, and then finish with some squad level exercises. I want to keep this fun first and foremost so I will try and keep the dry stuff short. If you can't make it for whatever reason, that's fine, this will be a repeat training which we can re-host next week at a different time.[/QUOTE] Thank fuck. So far every other training has been during the weekdays at like 12-2, aka the time when I have classes.
so I finished a mission and reading all this radio and resupply discussion I wanna make sure I get everything right (I often notice people griping about not having the tools they need in the middle of an OP and I want to avoid that happening), I think I've got all my bases covered but figure I should ask in case I miss anything, what items should I be sure to have? 117, 343s and 148s for PLs, 117+148 for Pilots and Support elements, and 148+343 for GCE? also is there a checklist of stuff I need to have down like ACE modules or headless client game logics? And who do I poke in the TS to get it added to the server for testing? are there any items involved in vehicle/tank repair besides the vanilla ARMA toolkit? I see spare tracks/tires in ACE but not really anything else.
[QUOTE=neuromancer;49716041]so I finished a mission and reading all this radio and resupply discussion I wanna make sure I get everything right (I often notice people griping about not having the tools they need in the middle of an OP and I want to avoid that happening), I think I've got all my bases covered but figure I should ask in case I miss anything, what items should I be sure to have? 117, 343s and 148s for SLs, 117+148 for Pilots and Support elements, and 148+343 for GCE? also is there a checklist of stuff I need to have down like ACE modules or headless client game logics? And who do I poke in the TS to get it added to the server for testing? are there any items involved in vehicle/tank repair besides the vanilla ARMA toolkit? I see spare tracks/tires in ACE but not really anything else.[/QUOTE] Mallow or Tinter can put your mission on the server. Vehicle repair is set via an ACE module. If you have enabled vehicles being repaired by anyone, anyone with a toolkit can repair a vehicle to whatever state the module is set to be, or it can only be repaired by repair specialists or engineers, you'll know it when you see it.
this reminds me, how do you guys prefer your ace medical settings configured? or do i just use my own discretion
[QUOTE=neuromancer;49716350]this reminds me, how do you guys prefer your ace medical settings configured? or do i just use my own discretion[/QUOTE] use your own discretion but the last time we tried advanced medical (one of my missions) it went down the pan really fast, but do whatever you please as long as people know what they are getting into.
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Old FP-Arma Gold [video=youtube;C_DDgEohCEQ]https://www.youtube.com/watch?v=C_DDgEohCEQ[/video] You guys are talking a lot about getting rid of the blogging, but honestly I think the personality and talking with people is my favorite part of it.
[QUOTE=Cpt.Funkymonk;49716794]Old FP-Arma Gold [video=youtube;C_DDgEohCEQ]https://www.youtube.com/watch?v=C_DDgEohCEQ[/video] You guys are talking a lot about getting rid of the blogging, but honestly I think the personality and talking with people is my favorite part of it.[/QUOTE] That was mainly the squad leader talking to his squad. That isn't what we're trying to alleviate.
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IMO, It's not really an issue if you know the people in your squad and do it in a time/place where people don't mind it too much and if you know when to stop. Main key points being to not fool around when comm's are being used for actual communication or is about to be used (Disembarking a Vehicle / Entering a town) Is it a good idea to talk about all the latest dank memes in a squad of players you don't know or don't know you? Probably not. Is it a good idea to tell your squad mates all about that spicy new meme you invented last night while a firefight is going on? Most likely not.
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[QUOTE=FuriousG;49718499]As a SQL, I usually let people just talk over the 343 casually as much as they want (unless they start cutting off others with actual info to say), but that's a personal preference. If suddenly I need to relay important information, I'll just cut in and say [B][I]"BREAK BREAK"[/I][/B] loudly and say what I need to say. Interestingly enough, if the Op is really well designed, the atmosphere of a firefight will get people focused on the game, and they'll use the radios more for actual information. [editline]11th February 2016[/editline] You are right though, it's a good idea to encourage people to be aware of when comms need to be quiet in a situation, such as your example of entering a town.[/QUOTE] The only thing I'd like more about 343 comms is if squaddies would be more specific about the enemies they spot and whatnot. Saying your name and the heading relative to you or rather the main blob of the squad is very useful for directing others in the first few seconds of the gunfight. Also opting in to use direct voice instead of radio in most circumstances. Helps with keeping comms quiet when they need to be. Though I wouldn't count on any of you to be quiet during a stealth insertion. Hell, I wouldn't count on [I]myself[/I]​ to be quiet during that.
well acre does reveal you to nearby AI if you're yelling over the mic
Saying something like contact West should be the easiest thing in the world. I don't usually bother saying my name because I play with people I know but that's probably a good idea anyway
[QUOTE=Cuel;49718798]well acre does reveal you to nearby AI if you're yelling over the mic[/QUOTE] It's a bit more complicated than that. Yelling/talking in thr game reveals your presence, yes, but it's not a binary state at all. If you're well concealed the AI will become aware and set themselves up, but won't attack until they fully confirm that the source of the voices is enemy. Night ops usually help with that.
I think FP ARMA would implode if players don't have their casual banter and civilised discussions of the new monthly dank memes. I would implode if I couldn't dis someone's mum at least once during an Op.
[QUOTE=kaukassus;49718471] Is it a good idea to talk about all the latest dank memes in a squad of players you don't know or don't know you? Probably not. Is it a good idea to tell your squad mates all about that spicy new meme you invented last night while a firefight is going on? Most likely not.[/QUOTE] fuck you if i've just invented a spicy new meme you better believe that you, the new squaddies and the AI are going to hear about it.
I forget, is there a diff between adding the vanilla ItemRadio and the ACRE_PRC343 to units? and if I give PLs/JTACs a Laser Designator will player AH1Z pilots be able to see the targets?
Nope. Last thing I heard it's recommended to use ItemRadio as ACRE will switch it to PRC343 correctly. And more, to "fix" ACRE (it's more of a BI bug), one should wait one or two seconds when removing all containers and assigning new items. Basically [code] // remove everything sleep 2; // add new uniforms and items [/code] And never copy paste from arsenal, if you do, make sure to remove the "ItemRadioAcreFlagged" or whatever it's called
Just realised I can't make the MAT training due to unforeseen circumstances... [sp]I had plans but forgot about them till now[/sp]
[QUOTE=Dominic0904;49719291]Just realised I can't make the MAT training due to unforeseen circumstances... [sp]I had plans but forgot about them till now[/sp][/QUOTE] [sp] Valentine's Day, Me too Pal. Me Too. [/sp] I really hate that i can't make it this week, oh well.
[QUOTE=KennyAwsum;49719475][sp] Valentine's Day, Me too Pal. Me Too. [/sp] I really hate that i can't make it this week, oh well.[/QUOTE] [sp]Actually, it's playing D&D all night with my friends...[/sp] :v:
[QUOTE=Dominic0904;49719526][sp]Actually, it's playing D&D all night with my friends...[/sp] :v:[/QUOTE] [sp]You never know where love can bloom[/sp] :smug:
[QUOTE=Dominic0904;49719526][sp]Actually, it's playing D&D all night with my friends...[/sp] :v:[/QUOTE] [sp]I know who i'm spending Valentines day with ;)[/sp]
Hey guys, my good friend and hard patter Kauk has released a new version of comfy downtime with advance medical. From what we tested, it was pretty manageable.
[QUOTE=Whitefox08;49721980]Hey guys, my good friend and hard patter Kauk has released a new version of comfy downtime with advance medical. From what we tested, it was pretty manageable.[/QUOTE] Pretty much. People in TS seemed to show interest in Advanced Medical and it might be cool to give it a shot again (Mainly in Comfy Downtime to test the waters). We once tried it in an OP, but most of the people in the OP got thrown into the cold water, since most of us have never used Advanced medical prior to that point and the sudden change without any kind of easing into caused a lot of chaos. I quickly patched an ADV medical version of Comfy Downtime together and a group of us used the chance to do a few tests on the advanced systems, and with a bit of initial help of the Documentation, we got going pretty quickly without too many issues. Back then, advanced medical was also a bit more undocumented, as their wiki was still being built, but now ACE has updated their medical docs to include a lot more information. [URL]http://ace3mod.com/wiki/feature/medical-system.html[/URL] If People are interested, I can create a few Simple to understand graphical charts on the basics of the ACE Advanced Medical System and a quick introduction in it this weekend. And maybe organize a few Comfy Downtimes with it to let people get a general feel for it and see if they like it or not. Still playing around with the ACE Settings to get a good compromise going between it being Advanced, but still a bit somewhat simplified (Advanced Medical, Without Wound reopening, PAK Usage available to all, etc...)
Are we doing a comfy today?
[QUOTE=kaukassus;49722101]People in TS seemed to show interest in Advanced Medical and it might be cool to give it a shot again (Mainly in Comfy Downtime to test the waters). We once tried it in an OP, but most of the people in the OP got thrown into the cold water, since most of us have never used Advanced medical prior to that point and the sudden change without any kind of easing into caused a lot of chaos. [/QUOTE] this .. wasn't the issue. the issue was that micsi had 267 crushing wounds because prevent instadeath
[QUOTE=Cuel;49722300]this .. wasn't the issue. the issue was that micsi had 267 crushing wounds because prevent instadeath[/QUOTE] That is intentional. [URL]http://ace3mod.com/wiki/feature/medical-system.html#revive-advanced-medical[/URL] [quote] To wake up a patient the use of a PAK is required. [/quote] Basically from what I understand and experienced, there's 2 States of unconcious which ocurr depending of the damage received: 1. Alive but simply unconcious. The Person has a pulse, and the person can be Fixed up just like you normally would. 2. "Dead" but simply unconcious for gameplay reasons. The Person has no pulse, and CPR will extend the amount of time the person can survive in this state (Resetting revive timer upon each sucessful CPR action). The Person at this point can only be revived by a PAK, which brings him back to life. The 300 Wounds thing is intentional, As the person did in fact suffer that many injuries. Howver the amount doesen't matter after the person sustained "deadly" injury anyway. The main issue in the OP we had was a lack of understanding on how ACE Advanced Medical worked especially in combination with the ACE Revive module. We didn't have a PAK, and that was the thing that was actually required.
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