Jump to content
  • Topics

  • Posts

    • Might want to make it clearer "protrial_16/quokka" is username / password. Some people can be a bit clueless lol
    • Rather interesting question 🧐
      For my part, I choose to offer infinite respawn in my co-op. These are often missions where the AI is deactivated in MP, and the only units present are players. Adding respawn points in the middle of a mission is an asset that makes the whole thing more dynamic, without giving the impression of doing the same thing over and over again, even in SP.

      On the other hand, I also played for a few months with a milsim team, and of course there was no respawn. The principle was always to reanimate your teammates, and if all units were dead, then the mission failed.

      These two approaches need to be defined according to the audience you're targeting for your mission, I think. The trick is to define it well and communicate it to players, so that those who are looking for infinite respawns can find some, but that those who prefer the “no respawn” approach can also find what they're looking for!

      I suppose that in the ultimate, it should be possible to offer the choice to players at the start of the mission, but this requires specific scripts and certainly a lot of work behind the scenes.
    • Hi this is my two cents on this concept. I don't like to play with respawns for playable units. I agree when you play with respawns in a co-op mission players will become sloppy for sure.  My solution. I have modified  https://steamcommunity.com/sharedfiles/filedetails/?id=954149033     I call this modification last Man standing. All playable units will never die only go unconscious and the mission will end if all playable units are unconscious at the same time. Team switch is enabled.  This ensures that players will try to keep alive all playable units due to unique layouts of each unit.  This makes all playable units necessary to complete mission. This is not recommended for open missions join in progress co-op missions because of team switch. You can always disable team switch if you like but I usually play solo or only with a few friends. I am not into the whole open join in games. Avibird 
    • An idea you can try thats up to your server admin, and or leader whom ever is running your server, is to create profiles for certain missions or certain types of missions. Each profile is a composite of the mods that, that particular, or those missions require.       Obviously there is going to be mods that you guys are going to use that the mission dont require because assets and gameplay for a mission are different in terms of what their doing.   So setting up profiles anyways would allow you all to cut down, or limit the number of mods that the server would need or use. Less possible conflicts, and less and or reduction on any possible performance loss.     Just a thought, and for the server command line you can easily switch between command-lines which would be the server profiles. Any of them also running window 11 like you? Unloaded mods wont effect anything, suggest just running only what the server requires and dont add anything else if you were before, and see if that makes any difference. Just keep in mind that if you know what you are going to be playing and your loading mods that you probably wont use any of their features, or assets during the mission, then personally i would not load them.   Tip for the server side is tell your admin to disable the logs, unless hes using them for something, but if not, if you let the rpt on a server build up into the gb size it can start to cost the server some performance in terms of memory. Imo really you dont need the logs on unless you have some issue like the server isn't loading the mission, or the server is crashing, or game is freezing.
×