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meatball

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About meatball

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  1. meatball

    Arma 3 Headless Client

    So, I've dug around and yet to find any mention of suggested specs to run a HC on. In my situation I run a simple windows based Dedicated server on a spare box (i5-3570K, 16 GB RAM) for 5-10 friends of mine that we'll jump on and play together. I've got a few other boxes floating around (AMD A6-5400K and Athlon X4 740) that I can throw together for a Headless Client, but wondering if either of them are up to snuff or whether I should just throw the HC on the server box.
  2. meatball

    [COOP|02-10] Altis On Fire Campaign

    Been some time since I've checked in on things here. Anyone still playing the Altis on Fire missions? They still working with all the patches since I've last updated them?
  3. meatball

    [COOP|02-10] Altis On Fire Campaign

    Hmm, not sure Cowboy. I'm just guessing, but did you download the mission through Steam? If so, I'm not sure how easy it is to modify or you can even modify that. If you want, you can grab the .pbo files off the Armaholic link and mod/edit to your hearts content. :)
  4. meatball

    [COOP|02-10] Altis On Fire Campaign

    The Epilogue mission was really more of me trying out a bunch of random ideas including Zombies, AI pathing, etc. Spent so much time on the main episodes I never really got a chance to go back and revisit them. To be honest, after over a year of banging away at the three episodes in just about all my spare time, I'm pretty much burnt out on mission scripting, so I've not done much Arma related since I sent the mission pack into the contest.
  5. meatball

    [COOP|02-10] Altis On Fire Campaign

    Let me know if anyone runs into any issues or error messages using the normal (not dev) client. Been a while since I've worked on the mission and since there's been a few patches in the meantime, I've not had a chance to test things with the latest patches.
  6. Now that the contest is over, I'm shifting the main thread / support over to the A3 User Missions Forum. Check out the continued support thread here.
  7. Altis On Fire: 3 Mission Campaign COOP 2-10 Players by Meatball Latest Version Downloads: Altis on Fire: Episode 1 on Steam Workshop Altis on Fire: Episode 2 on Steam Workshop Altis on Fire: Episode 3 on Steam Workshop Armaholic Link [Excerpt from the Front Page of the Stratis Times - 2035-07-20] Altis is on Fire! (AAP - Agia Marina - 2035-07-20) Altis is on fire, and only time will tell whether it will arise from the ashes, or be burnt beyond recognition. As two titanic forces wage battle across the island of Altis and remnants of AAF troops retreat from Altis to remaining strongholds on Stratis, we look back on the disinformation, deception and catastrophes that have led us into the disastrous state of current affairs. Investigations by this paper have turned up covert correspondence from late December of last year between high ranking Altian and CSAT officials looking for assistance in "expanding Altian nuclear enrichment programs beyond current techniques and technologies". While not specifically spelled out, one can infer the only logical goal of expanding current program used for peaceful nuclear technology would be the development of a nuclear weapon program. If this is truly their goal, it would be in blatant violation of the NNPT (Nuclear Non Proliferation Treaty) Altis was a signatory of in 2024. To add further proof to this course of events, CSAT scientific and military personnel was observed in and about various military and government installations throughout February of this year, and they became a common sight in those areas the following months. Our inquiries through official channels as to the role of those CSAT personnel were simply stonewalled until rumors began to break publicly that Altis officials were pursuing a program of weaponizing nuclear material. International condemnation and outrage rained on our government and people as the information became public knowledge. As we all know, on June 24th CSAT forces began a full scale assault and invasion of Altis and within two days, fighting was raging between CSAT and AAF troops that had previously been performing 'military exercises' together. Not having the manpower or material of the CSAT units, the AAF troops were quickly overwhelmed, destroyed and pushed from the island. While NATO quickly condemned these actions, CSAT simply ramped up the build up of troops while the diplomats argued and soon occupied most of Altis. Reports of a build up of NATO and allied troops in the region as a 'precautionary measure' was already under way when exiled Altian officials presented their case to NATO officials to obtain support in forcing the CSAT occupiers from our homeland using any means necessary. We all believed that the NATO build up was simply posturing, but a full scale invasion of Altis by NATO forces commenced on last week. Neither side appears to have gained an upper hand in the fighting as it rages across all of Altis and the CSAT and NATO forces continue to pound each other. Recent activity at installments where remaining AAF forces have gathered on the island, appear to reinforce the rumors that our homeland troops are beginning to make incursions back onto the island. We cannot know whether Altis will be restored or destroyed, we can only pray for our soldiers and civilians caught between the NATO and CSAT onslaught. "Altis on Fire" is a 3 mission campaign I've developed for the Make Arma Not War Multiplayer Game Mode Contest. The three episodes follow the events that occur in June and July of 2035 when Altis' attempt to covertly research the technology to develop nuclear weapons leaks to the world. CSAT and NATO forces quickly become entangled in a quagmire on Altis where there is nowhere to hide. In Episode 1 - "Fallout", you take on the role of CSAT forces attempting to destroy evidence of their involvement in the nuclear research program when rumors of the Altian research and development comes to light. Episode 2 - "Force Recon" follows NATO troops spearheading an invasion to kick the CSAT occupiers off the island at the request of exiled Altian officials. Finally in Episode 3 - "Rock and a Hard Place" we take on the role of the remnants of the shattered AAF troops attempting to obtain and extract the remaining weaponized nuclear material from Altis while the NATO and CSAT troops wage war around them. Want to know the real scoop of what happened? Check out the spoiler below: Features and General Notes: - AoF missions can be played with 2-10 players, and have multiple parameters available from the role selection screen to adjust game settings including numbers if AI, AI skill level, weather, time of day, and many other options. - Each mission is unique and has a style all it's own while AI is randomized every time leading to vastly different gameplay from session to session! - All three AoF missions contain a lot of AI. It is highly suggested you play the mission on a dedicated server with a Headless Client if at all possible. Headless Client support is built directly into all three missions. - For Best Gameplay, the missions should be played with all map markers turned off and at the "Veteran" or "Expert" difficulty level. - The missions really shine when the "ACRE" radio mod is used, but it is not a requirement and the missions can be played and enjoyed without it as well. - Mission specific gameplay information is listed in the "Gameplay Notes" of each mission briefing. Installation: - Download the Missions from Steam Workshop or extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Changelog: v 1.05 - Episode 1: Added in a "Unit Scatter Distance" parameter to allow players to set initial unit scatter distance from 1 to 10 KM, default is 2.5KM - Episodes 1-3: Minor tweaks to AI settings. - Epilogue: Added in a new 'Epilogue' mission. The mission is very Alpha and still has some bugs in it, but I would love to get some feedback on where it stands so far. Don't have it published on Steam Workshop yet, but you can download direct from here. v 1.04 - Episode 1: Redesign of the 'drop' mechanism to create better randomization of drops. - Episode 2: Bug fix for the Kavala "Destroy Bridges" task. Now changed to "Mine Bridges". Must mine the 4 bridges with 3-4 mines each to complete task. - Episode 2: Added in a few basic crates at step off points to give the players some extra starting gear. - Episode 3: Minor tweaks to the AI levels. v 1.03 - Various minor bug fixes and tweaks across all three missions. v 1.01 & 1.02 - Internal testing versions. v 1.0 - Zeus is now integrated into all three missions! The missions will still work fine without someone filling the role of Zeus, but it's now supported for those that want to use it. - The Virtual AmmoBox (VAS) has been removed the Force Recon mission due to popular request. - Minor tweaks to AI and some small bugfixes. v 0.99 - First Public Release. Why 0.99 you ask? Well, I've done tons of playtesting, and while I'm pretty sure all the missions are ready for release, I'm sure you guys will find issues! Please report any you find! Credits & Thanks: - Thanks to all those supported my own mission making efforts through the forums, Skype channels and various other avenues as well as the community contributors and great scripts that were used in Altis on Fire: - AI Spawn Script Pack by spunFin - Civilian Vehicle Spawn by Zealot - Enemy Occupation System (EoS) by BangaBob - MAD Ambient Life by MAD T - Headless Client AutoDetect Script by elec - Repetitive Cleanup Script by Aeroson - SLP Spawning Script by Nomadd - Taskmaster/moveObjects/Random Position Scripts by Shuko - Also, lot's of direct coding help and support from NeoArmageddon & spunFin - Also special thanks to a great batch of playtesters that helped motivate me along the way to make bigger and better missions, all while having a blast playing: - Dodgy Moustache - Harrier - La Gran We - Mr_H - Ninja Monkey - Partizan - Shifty - Smitty - WaZza - Zim ---------- Post added at 21:23 ---------- Previous post was at 21:22 ---------- Quick note. This mission/campaign was originally posted up over in the Make Arma Not War Contest, but now that the Contest is over I figured it'd be better to shift this thread over to the official user made campaign/missions forum.
  8. Sure thing! Just let me know any info you find on that or any other issues you run into. Hopefully I can dig into it over the weekend.
  9. Hey Cowboy, glad you're enjoying the missions! I haven't actually messed with any of them in a while, so it could be changes in the weather scripting commands in the last few patches. Might be a few days till I can sit down and do some testing to figure out what's going on, bit I'll definitely take a look. If you get any screenshots or the actual error messages and can post them up, that'd be great!
  10. Haven't heard anything or seen any updates in the blogs in a while, any chance we can get an update on what's going on with the contest and how you guys are doing getting through submissions?
  11. Yeah, I do something similar, using /affinity on a Windows machine to split the HC and server onto separate cores. In the missions I make I generally leave the static AI on the server as well and just have the HC handle dynamic AI. I'll be honest, I haven't really messed with anything in a few months until someone contacted me that they were having a hard time getting a HC working with one of missions. That's when I found out about all the recent changes. 450 is pretty good AI wise, prior to the new updates my server (i5-3570K/16GB RAM) generally started to bog down around 250-300. I haven't tried to really push it with the new setup, but I did notice the red chains/lag with Dynamic AI spawns now that I hadn't seen before.
  12. Has anyone noticed any performance impacts when you have the server/HC on the same box, both using the same arma3server.exe, even though they're being run as two separate calls? It better to have the server run using arma3server.exe and HC using arma3.exe (assuming you have a full copy of the client for the HC, which I do).
  13. New Version Update! Changelog v 1.08 - Minor Tweak/Bug Fix. Since BI has changed their Headless Client Configuration/Setup I had to adjust the in mission place holder unit for the Headless Client. Should work fine now, but please let me know if you run into any issues, no matter how small! Altis on Fire Contest Page Altis on Fire - Episode 1 "Fallout" - Steam Workshop Altis on Fire - Episode 2 "Force Recon" - Steam Workshop Altis on Fire - Episode 3 "Rock and a Hard Place" - Steam Workshop Altis on Fire Mission Pack - Armaholic
  14. Anyone run into an issue where Headless Clients connect correctly, but do not populate into the HC slot? Been a while since I monkeyed with it or my missions, but just found out that the HC is no longer automatically dropping into the Civvie HC slot I've got setup. Not sure if it's a mission config issue, or something I'm just out of the loop on with server/HC setup. Edit: <Figured it out on my own, was using the old Headless Client setup and not the new 'Virtual Entity' deal. Seems to be working once I edited my missions and used the new HC config.>
  15. Any folks out there still playing some AoF missions regularly? Just wondering if anyone has run into any issues with the missions over the last few months with all the new patches that have rolled out recently.
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