Temporary server up & modpack

Discussion in 'ARMA' started by gihzmo, Nov 10, 2014.

  1. gihzmo

    gihzmo Moderator Berserker

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    I have set my machine up to run a temporary dedicated server. I am testing some things and last night I made a new Alive mission to give us something to work with. This is an insurgency style mission where CSAT holds a bunch of towns and bases, and we go in and kill them. It is nothing special or complicated, but it gets us something we can play around with.

    I am not sure about the ports yet so try to connect to the server if you want to try it out, it should show up as Skjaldborg.

    You will need this modpack. Though I have been using Six with fair success. Basically the modpack includes CBA_A3, Alive, ASDG_Attachments, ASDG_JR, and TMR.

    I am also running the ShackTac UI pack locally, along with MRB Voice Stop and Outlaw Magrepack. These are completely optional.
     
  2. Vargyr

    Vargyr Well Liked Thrall

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    Outstanding!
     
  3. Skwisgaar

    Skwisgaar XO Thrall

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    Awesome. Now to config some non-Massi builds.
     
  4. gihzmo

    gihzmo Moderator Berserker

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    Ok, I made some changes to the map. Added a revive script, added a repair/rearm/refuel pad for helicopters, added some AAF vehicles and added the Taru rearm/refuel/repair variants. I also got all the AI working correctly and I think we have a good balance of the CQB load as well. There are a lot, and it is challenging. But I think it will be fun. If I need to back down the spawn density I can.

    Once we get some interest back into the game itself then we can consider adding more mods, AGM would be the next thing I would like in, as well as the weapon packs. But I am trying to make the pack small to have a low barrier for entry so we can get people up and running quickly.
     
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  5. Skwisgaar

    Skwisgaar XO Thrall

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    I'm going to give this a try - Fixed weapon sway - and hope that I can actually aim a weapon while standing still and rested. The new weapon sway is just too much for me to even have fun with. It still swings like a drunk even when holding breath.
     
  6. gihzmo

    gihzmo Moderator Berserker

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    I have been reading everything on the forums regarding fatigue and stamina. What I am seeing is, the problem is not the system, it is how we are running it. It is meant to have a limitation on what you can and cannot do. You cannot carry a ton of ammo with you in a pack into the field. You carry what you need and drop your pack at a safe location before you move in. You make sure you are not sprinting, and jog with your weapon lowered or with a pistol out. The weapon sway is directly affected by your fatigue. AGM I believe also has a better resting system then TMR, it seems to keep the weapon more stabilized than TMR does.

    Honestly I think the system is fine as it is, we just need to change the way we are trying to use it. We are playing like we can carry an enormous amount of gear and run all day long. When it is one or two people, I can maybe understand that mentality. However when we have a whole squad, we should be able to handle things better. We should be organizing our load outs better, we may need to medevac someone instead of getting them back to 100% on the spot. It might make sense to bring a medical support vehicle, or at least put medical supplies in the vehicle we are bringing.

    Now with that said, I enjoy the simulation and realism part of Arma. If that is not your thing, then that may be where the divide is. I guess the question is, what do most people want? More realism or more arcade? I can disable the fatigue system completely on the map, then we will be able to carry whatever we want, and as long as we want.

    Personally, I would vote for more realism, I would prefer to be more organized and realistically setup. Before we had 2 servers, we had one with a lower barrier for people. We can do the same, but not running both at the same time right now. We can have one map/server set up with no fatigue system and for people just to screw around on when there is only one or two people online. We can also have a map where fatigue is enabled, the medical system is on and it is much more of a organized setup. We do not have to have different maps, just different mindsets.

    I do however, want to make sure we are getting the AI in a good place where we feel like we are fighting ultra accurate super humans. I want them to feel dangerous and make smart decisions, I do not want to be head shot from 600m on the first shot when the guy is a rifleman. Snipers are another story.

    Also, I am working on a map with AGM integrated, which would bring a basic medical system in. I have not tested with anyone by myself, but using it on myself seems to work. I am not sure how it handles revives. There may be conflicts with AGM and the revive system we have in place now.
     
  7. gihzmo

    gihzmo Moderator Berserker

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    I just tested it on my map I made. I sprinted with the default load out (midway in the watch 24.86kg) until I was in the red, layed down and set my weapon up and was able to hit a building 500m a way with no sway. Obviously if you are trying to fire from the hip you are going to have a bad time after running like that.
     
  8. gihzmo

    gihzmo Moderator Berserker

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    Sorry, the above test was using the AGM resting, not TMR by the way.
     
  9. Skwisgaar

    Skwisgaar XO Thrall

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    I'll try with AGM first then.

    I thought the old system was great but like you said we can look into changing how we approach loadouts and resupply. It might just be that we need to do less deep strike type stuff and be sure to keep a vehicle of some kind relatively close loaded with ammo and med supplies.

    Actually, that sounds like a perfect job for a Stomper now that I think about it. We can just tell it to prod along behind us without somebody actively having to drive it.
     
  10. Hakija

    Hakija Chaos Pony Viking

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    :drunk:

    On a related note, I'm fine with higher realism as long as we're not fighting hordes of Shinra S.O.L.D.I.E.R.S.
     
  11. Skwisgaar

    Skwisgaar XO Thrall

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    Having a med system will help with that too. That was the best thing about XMed - it took a lot to actually kill you, if the area was cleared and somebody had supplies you could be revived without having to start all over back at base. I don't remember enough about AGM's system but I'm sure it is very similar.
     
  12. gihzmo

    gihzmo Moderator Berserker

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    Ok, I have a pack, mission and server setup ready to go with AGM and the massi gun pack. I know that is the one everyone liked, it is just a big download. So I will put it up now, but we will not roll it out unless everyone who wants to play has had a chance to download it.

    New pack here!!!

    For those going through SIX. We are using:

    CBA_A3
    AGM
    Alive
    ASDG_Attachements
    ASDG_JR
    NATO_Russian_SF_Weapons
    Massifix

    NOTE: TMR IS REMOVED. This is because AGM covers the same functions. I will need a couple people to help me test this, maybe tonight before we run it as a primary.



    Which is definitely high on my priority. I tweaked the settings down a tad more. I do not want them to be stupid.. but I do not want to die instantly.
     
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  13. Skwisgaar

    Skwisgaar XO Thrall

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    Yay, AKs and med supplies!
     
  14. Lardaltef

    Lardaltef Well Liked Berserker

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    I do wonder if alive is why i was lagging and desyncing so much if it was something unrelated.
     
  15. MostlyHarmless

    MostlyHarmless Master of Recruits Staff Member Jarl SC Huscarl

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    Wondering if CSE might be worth going back and checking out, I remember us running it briefly in testing just before we stopped updating the server last year.

    Also check out the Bornholm island that has been created as part of the make arma not war contest. It has been created by a player to model the island of Bornholm in Denmark. This has forests and all the other northern European goodies that our mediterranean maps lack. Overall size is close to Altis, so its huge!!!
     
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  16. Aspius

    Aspius Well Liked Hirdman

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  17. gihzmo

    gihzmo Moderator Berserker

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    I did not make this change in the pack, but if you want to not worry about earplugs delete the agm_hearing.pbo out of the /@AGM/addons folder.
     
  18. Skwisgaar

    Skwisgaar XO Thrall

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    I was just about to ask about that and the nightvision blurriness.
     
  19. Lardaltef

    Lardaltef Well Liked Berserker

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    unrelated to the server. I'm disappointed in you arma community. theres no tactical turtleneck addon. :unamused:
     
  20. MostlyHarmless

    MostlyHarmless Master of Recruits Staff Member Jarl SC Huscarl

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    oh but there is!!! well sorta you have to use the PMC add on to get to them, and then its not really a true turtle neck...
    PG Services - Private Military Company

    [​IMG]
     
    Last edited: Nov 12, 2014