#4137582 - 06/22/15 07:39 AM
Military Monday -22nd June
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Joined: Mar 2008
Posts: 2,882
Meatsheild
Arma3 guy!
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Arma3 guy!
Senior Member
Joined: Mar 2008
Posts: 2,882
Peoples Republic of Yorkshire
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We'll be using the new mod pack tonight, so if you dont have it yet (why not!!) then download it now! links can be found here http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_multiplayer_-_Star#Post3732626We've got several brand new missions to play tonight which will keep us busy for the whole session! We'll be running a "test" mission before the "official" start time, this is so everyone can get joined in and get used to the new radios and ACE features in perfect safety and without the hassle of anyone shooting at you. It is HIGHLY recommended you join early and use the time to get used to the radios (changing channels and setting freqs.)! They'll be several of us about the start point to talk you through everything as well and highlight the key changes (like it or not! ) I've also added a quick picture of the "unconscious" state pose where people are still able to be brought back to life by the medics, worth a look! 1am UK, 8pm EST
Last edited by Meatsheild; 06/22/15 07:48 AM.
SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!
http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626
All spelling errors are included free of charge and courtesy of a broken spell checker!
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#4137620 - 06/22/15 10:38 AM
Re: Military Monday -22nd June
[Re: Meatsheild]
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Joined: Sep 2010
Posts: 572
Ragtop
Member
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Member
Joined: Sep 2010
Posts: 572
Kent, UK
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I don't know if Ads is able to run the server to facilitate this but I'm off today. If anyone needs any help with preliminary setup then we can jump in and do some work.
[ CPU: i5 2500k @ 4.7gHz | MoBo: Gigabyte GA-Z68XP-UD3P | RAM: 16Gb Corsair Vengeance LP | GPU: OCUK GTX 980 Reference | OS: Win10 ] [ H/W: LG 34UC97 | QPAD Mk-80 | Razer Deathadder | Logitech G27 + Nixim Mod | Warthog HOTAS | Saitek Combat Rudders | TIR5 | Rift CV1 ]
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#4137730 - 06/22/15 02:20 PM
Re: Military Monday -22nd June
[Re: Ragtop]
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Joined: Mar 2008
Posts: 2,882
Meatsheild
Arma3 guy!
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Arma3 guy!
Senior Member
Joined: Mar 2008
Posts: 2,882
Peoples Republic of Yorkshire
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I don't know if Ads is able to run the server to facilitate this but I'm off today. If anyone needs any help with preliminary setup then we can jump in and do some work. servers still running from last nights play Also a quick notice, you absolutely HAVE to join the SHQ arma3 teamspeak channel BEFORE you join the game server OR THE RADIOS WONT WORK .. even if you've installed everything correctly!
Last edited by Meatsheild; 06/22/15 02:22 PM.
SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!
http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626
All spelling errors are included free of charge and courtesy of a broken spell checker!
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#4138019 - 06/22/15 08:43 PM
Re: Military Monday -22nd June
[Re: KlarSnow]
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Joined: Mar 2008
Posts: 2,882
Meatsheild
Arma3 guy!
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Arma3 guy!
Senior Member
Joined: Mar 2008
Posts: 2,882
Peoples Republic of Yorkshire
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Also be aware AI can go unconscious as well, and regain consciousness, seems to normally happen right when we walk past them, so they shoot us in the back. So either check em when we reach bodies, or (simpler method) double tap everything that goes down.
they dont if the missions have used the up-to-date shq mission template, mostly so there wont be issues with triggers not going off because theres 1 uncon AI in a building somewhere
SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!
http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626
All spelling errors are included free of charge and courtesy of a broken spell checker!
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#4138029 - 06/22/15 09:02 PM
Re: Military Monday -22nd June
[Re: Meatsheild]
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Joined: Jan 2013
Posts: 664
near_blind
Member
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Member
Joined: Jan 2013
Posts: 664
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Also be aware AI can go unconscious as well, and regain consciousness, seems to normally happen right when we walk past them, so they shoot us in the back. So either check em when we reach bodies, or (simpler method) double tap everything that goes down.
they dont if the missions have used the up-to-date shq mission template, mostly so there wont be issues with triggers not going off because theres 1 uncon AI in a building somewhere I'd have to go test to be sure, but I'm like 99% sure that ACE uses setCaptive when they go unconscious. They should be counted as civilians in that state, and not effect side present/notpresent triggers. should
Off to greener pastures
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#4138239 - 06/23/15 10:14 AM
Re: Military Monday -22nd June
[Re: Meatsheild]
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Joined: Sep 2010
Posts: 572
Ragtop
Member
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Member
Joined: Sep 2010
Posts: 572
Kent, UK
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Some nice missions last night.
Last one especially, until I got poked in the face by a mounted .50. Nearly got away with it until Near Blind pushed me into the abyss trying to heal me!
Sorry Klar about the crossfire incident!
[ CPU: i5 2500k @ 4.7gHz | MoBo: Gigabyte GA-Z68XP-UD3P | RAM: 16Gb Corsair Vengeance LP | GPU: OCUK GTX 980 Reference | OS: Win10 ] [ H/W: LG 34UC97 | QPAD Mk-80 | Razer Deathadder | Logitech G27 + Nixim Mod | Warthog HOTAS | Saitek Combat Rudders | TIR5 | Rift CV1 ]
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#4138349 - 06/23/15 01:49 PM
Re: Military Monday -22nd June
[Re: Meatsheild]
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Joined: Nov 2004
Posts: 19,794
adlabs6
Veteran
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Veteran
Joined: Nov 2004
Posts: 19,794
Tracy Island
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Yes, some very interesting action. I agree with Panzer, the radios will become second nature with time.
I also saw some interesting AI behaviors last night. Those enemies who flanked and attacked the red ruined barn in the woods were good. Tough to spot, they had us suppressed, but it never felt unfair. Concentrating Alpha and Bravo finally dislodged them and let us move forward.
And yes the tank mission. Great fun watching them rolling in and Prof blasting away. I think I made a tactical error after we moved following the first wave. That tank to the rear went into the trees and I circled back on high ground to gain elevation. I *think* the AI tank moved closer in the trees than I expected, which meant I was running at him at near point blank range, making it tough for Prof to locate and engage him. And we took a fatal blow for it.
But a nice feel on the tank handling and well done visual effects for them.
WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
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#4138407 - 06/23/15 03:24 PM
Re: Military Monday -22nd June
[Re: Tyco]
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Joined: Jan 2013
Posts: 664
near_blind
Member
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Member
Joined: Jan 2013
Posts: 664
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Some nice missions last night.
Last one especially, until I got poked in the face by a mounted .50. Nearly got away with it until Near Blind pushed me into the abyss trying to heal me!
Sorry Klar about the crossfire incident! 5 hours of sleep have done nothing to quell my fury about that. Taking the time to stabilize someone under HMG fire only to have them killed by the kraken is super frustrating. One day we will have to try and beat the tank one. I can assure you that there were many more surprises in store.
The FIST element needs either a long range radio or access to a common net. There was half a battle I couldn't see, so my effectiveness was... limited. Also I'd add in the option for an Armored Recovery Vehicle. It's not a sexy role, but I've found that the more resilient tanks are, the more utility it has. Otherwise that mission was great.
Off to greener pastures
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#4138521 - 06/23/15 06:20 PM
Re: Military Monday -22nd June
[Re: Meatsheild]
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Joined: Feb 2000
Posts: 49,716
Jedi Master
Entil'zha
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Entil'zha
Sierra Hotel
Joined: Feb 2000
Posts: 49,716
Space Coast, USA
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My problem with the radios is conceptual. I'm still not sure when I hear people talking where I'm hearing them talk...is it over TS? VON? Direct? Which way should I respond?
I feel like we've been asked to use semaphore flags after years of perfecting smoke signals. I'm sure someday we'll be able to perform the semaphore version of Wuthering Heights, but for now I imagine quite a few deaths from misrouted comms.
The Jedi Master
The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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#4138529 - 06/23/15 06:43 PM
Re: Military Monday -22nd June
[Re: Meatsheild]
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Joined: Oct 2007
Posts: 461
KlarSnow
Member
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Member
Joined: Oct 2007
Posts: 461
NAS Pensacol, Fl
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The radios are using TS to simulate actual radios. Your Push To talk for TS will give you the same as VON direct chat, with some magic the mod does thru TS.
The default key Caps lock for the mod gives you your short range radio through TS, this overwrites the default VON controls and talks over TS to those on your radio Freq.
default key command Ctrl-Caps Lock talks over the long range Freq if you have that radio exactly the same way. Through Teamspeak.
If you die you are put in a separate group to talk using your Teamspeak Push To talk key.
So overall instead of using both the VON and Teamspeak, this unifies the two while also adding the ability to use radio frequencies to simplify comms. Instead of having to cycle between group or side or command or direct to use VON, now you just make sure you are on your teams frequency and use your default VON command and voila you are always talking to your team. If you need to talk to another team (say you are the only one left in your team and are trying to see who else is left) look at the list of radio freqs, put in somebody elses freq and holler at em.
What this does as well, and part of why we are using it is it forces better teamwork, more tactical play, and also can add some cool gameplay elements. For example in our two test sessions already I have noticed closer team interaction (people stick closer together). M ore talk within the teams going up to the team leader instead of just hollered over Teamspeak to everyone, which is then relayed up.
More use of the direct instead of group.
Easier to manage the two or more fireteams because the only people the squad lead hears from or talks to is the team leaders, without having to sort through any nebulous calls over TS.
And missions that allow lack of radios to be a challenge or gameplay element. IE the Rescue mission we played last thursday with two pilots out of comms from the rescue team. That was awesome gameplay cause the pilots have to figure out how to evade and stay alive and figure out where the rescuers are without talking to them.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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