Page 4 of 74 FirstFirst 123456781454 ... LastLast
Results 31 to 40 of 731

Thread: Gossamer's Warfare --- Variant of Warfare BE

  1. #31
    Second Lieutenant GossamerSolid's Avatar
    Join Date
    Feb 3 2006
    Location
    Ontario, Canada
    Posts
    4,007
    Author of the Thread
    Quote Originally Posted by Trauma.au View Post
    Would be nice to get refunded some supply when removing a building, also if a timer on deconstruction could be added to prevent panic selling.

    I don't think any refund should be provided, then players WILL abuse the fact that if their base is under attack, they'll just sell it all. Make sure you want your buildings there if you are going to pay for them


    As for timer, there's no reason to have one because "Panic selling" does nothing for the team that just sold it all as they lost the buildings anyways and got nothing in return.

    Missions/Gamemodes - F.U.B.A.R. (WIP)
    Mods/Addons - Green Sea Conflict (WIP)
    Resources - ArmA 3 Notepad++ Syntax Highlighting

  2. #32
    Gunnery Sergeant BigMorgan's Avatar
    Join Date
    Sep 10 2009
    Location
    South Side Murderapolis
    Posts
    565
    Chernarus is confirmed to work on our server for v2.05.
    Visit The Game Wardens Gaming Community

    | i7 920 d0 @4.4gHz | ASUS Rampage III Formula | 12gb DDR3 @1681mHz | Gigabyte GTX680 OC Ed. 2gb @1241mHz core | Crucial M4 500gb (Steam / A3A) | OCZ Vertex 2 128gb (Boot) | Dell U2711 2560x1440 | Win. 7 x64 |

  3. #33
    Quote Originally Posted by GossamerS View Post
    I don't think any refund should be provided, then players WILL abuse the fact that if their base is under attack, they'll just sell it all. Make sure you want your buildings there if you are going to pay for them


    As for timer, there's no reason to have one because "Panic selling" does nothing for the team that just sold it all as they lost the buildings anyways and got nothing in return.
    Yea I was meaning the timer would be the deterrent, it would allow arty or tanks etc. to finish the place off with out it being sold.

    The other reason is that I have no idea what the base area limit is or if there is even one. Would be nice to have some of the key values listed in the notes. Can't test must due to limited funds.
    Last edited by Trauma.au; Aug 10 2010 at 06:22.

  4. #34
    Second Lieutenant GossamerSolid's Avatar
    Join Date
    Feb 3 2006
    Location
    Ontario, Canada
    Posts
    4,007
    Author of the Thread
    Quote Originally Posted by Trauma.au View Post
    Yea I was meaning the timer would be the deterrent, it would allow arty or tanks etc. to finish the place off with out it being sold.

    The other reason is that I have no idea what the base area limit is or if there is even one. Would be nice to have some of the key values listed in the notes. Can't test must due to limited funds.

    There is no base limit, we prefer things to be open ended.

    You can get dev options if you decompile the mission and look in Client\Init_Client.sqf:

    Code:
    //DEV SECTION***********************************************************************************************************
    
    //Click on the map to teleport to that location
    //onMapSingleClick "vehicle player setpos _pos";
    
    //Godmode
    //player addEventHandler ["HandleDamage", {false}];
    
    //Mirrored Damage (The damage you are supposed to get, goes to the person shooting you)
    //player addEventHandler ["HandleDamage", {false;if (player != (_this select 3)) then {(_this select 3) setDammage 1}}];
    
    //Upgrade All techs to max level
    //[] ExecVM "Common\Dev\Dev_UpgradeAll.Sqf";
    
    //High Resources
    //[] ExecVM "Common\Dev\Dev_HighResources.Sqf";
    
    //Buildings Build Fast
    //[] ExecVM "Common\Dev\Dev_FastBuildings.Sqf";
    
    //DEV SECTION***********************************************************************************************************

    Just uncomment what you want to work.


    EDIT: Added more FAQs to the first post.
    Last edited by GossamerSolid; Aug 10 2010 at 12:41.

  5. #35
    How do I decompile the mission?

    Got it.
    Last edited by Trauma.au; Aug 11 2010 at 11:27.

  6. #36
    Second Lieutenant GossamerSolid's Avatar
    Join Date
    Feb 3 2006
    Location
    Ontario, Canada
    Posts
    4,007
    Author of the Thread
    Hey Trauma I thought you said there was an Engineer for Russians to replace the Rifleman (RPG-7), I looked and couldn't find him.

    If you have the classname for him, just pass it over.

  7. #37
    • SU-25 (Missile), A-10 (Maverick), KA-52 & Mi-24P (Gunship) have no values, can't rearm, repair, refuel.
    • Field hospital can't be removed via team menu.
    • No M2 or M2 mini tripod defences for west.
    • The 3 Mk82 dumb bombs on the F-35 Lightning II are bypassing Mando, able to autoaim them.
    • Ordering a AH-64D spawns the AH-64D (sidewinder) and vice versa.
    • 3000m draw distance makes using the LGB/missile camera system annoying.


    Quote Originally Posted by GossamerS View Post
    Hey Trauma I thought you said there was an Engineer for Russians to replace the Rifleman (RPG-7), I looked and couldn't find him.

    If you have the classname for him, just pass it over.
    Dunno how to get the class names, I'm just playing the mission and taking note of things that seem off. Also the rifleman on the west side are doing the same thing, west also has engi slots.



    This is happening a lot.
    Last edited by Trauma.au; Aug 12 2010 at 08:29.

  8. #38
    Second Lieutenant GossamerSolid's Avatar
    Join Date
    Feb 3 2006
    Location
    Ontario, Canada
    Posts
    4,007
    Author of the Thread
    Quote Originally Posted by Trauma.au View Post
    Field hospital can't be removed via team menu.
    I'm not even sure what you mean by this. Field Hospitals do nothing besides allow you to heal, why would they be removable?

    Quote Originally Posted by Trauma.au View Post
    No M2 or M2 mini tripod defences for west.
    Will add them.

    Quote Originally Posted by Trauma.au View Post
    The 3 Mk82 dumb bombs on the F-35 Lightning II are bypassing Mando, able to autoaim them.
    This would be an issue for Mando himself to be posted in his thread. I think this only happens if you have the TAB targeting set to another button.

    Quote Originally Posted by Trauma.au View Post
    [*]Ordering a AH-64D spawns the AH-64D (sidewinder) and vice versa.
    Will look into this stuff


    Quote Originally Posted by Trauma.au View Post
    [*]3000m draw distance makes using the LGB/missile camera system annoying.
    I have not noticed this at all, neither have I heard complaints before


    Quote Originally Posted by Trauma.au View Post
    Dunno how to get the class names, I'm just playing the mission and taking note of things that seem off. Also the rifleman on the west side are doing the same thing, west also has engi slots.
    Those are Takistani Engineers that you see. The RPG-7 dudes are Russians. Russians have no engies


    Quote Originally Posted by Trauma.au View Post
    This is happening a lot. (Shows picture of $SCALAR values)
    Reported on Bug Tracker: http://thegamewardens.com/bugtracker/view.php?id=224

    fixed for 2.06 as far as I know (I've tested all reported ways of it happening and applied fixes)

  9. #39
    I'm not even sure what you mean by this. Field Hospitals do nothing besides allow you to heal, why would they be removable?
    It's a larger building than normal I decided I wanted to remove it but couldn't, that's all.

    This would be an issue for Mando himself to be posted in his thread. I think this only happens if you have the TAB targeting set to another button.
    I do have that bound to joystick.

    Those are Takistani Engineers that you see. The RPG-7 dudes are Russians. Russians have no engies
    Both the ones listed as engi's and the RPG guys are engi skill wise is what I mean.

    Honestly I'm not keen on yet another login when I have a Devheaven account.

  10. #40
    Second Lieutenant GossamerSolid's Avatar
    Join Date
    Feb 3 2006
    Location
    Ontario, Canada
    Posts
    4,007
    Author of the Thread
    Quote Originally Posted by Trauma.au View Post
    It's a larger building than normal I decided I wanted to remove it but couldn't, that's all.
    Ah ok. I had plans for it way back when, but I decided to leave it be


    Quote Originally Posted by Trauma.au View Post
    I do have that bound to joystick.
    That's probably why. Plus with the MK82 you are supposed to press Ctrl to get to CCIP/Nav (view on Hud) and the CCIP tells you where the bombs are going to drop.


    Quote Originally Posted by Trauma.au View Post
    Both the ones listed as engi's and the RPG guys are engi skill wise is what I mean.
    yeah there are 4 engineer skill per team I believe (maybe a bit more, don't remember).


    Quote Originally Posted by Trauma.au View Post
    Honestly I'm not keen on yet another login when I have a Devheaven account.
    Well I asked for space a while back and never got a reply saying yes or no so I took that as a no and took time to setup my own bugtracker. It takes a whole 30 seconds to register and that is where I keep track of all progress.

Page 4 of 74 FirstFirst 123456781454 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •