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spencefoz

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About spencefoz

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  1. spencefoz

    Zombies & Demons 5.0

    Well yes, you are right - there is a limit to the amount of players.... I'm definitely not talking about 60-100 :) haha
  2. spencefoz

    Zombies & Demons 5.0

    Thanks! We love the mod! Sure thing! JSRS 3: DragonFyre - I Absolutely love it :)
  3. spencefoz

    Zombies & Demons 5.0

    Going to post some links of his zombie game play! These highlights are from Ryan's missions that are packed with the mod! ENJOY! When AI tries to help: http://www.twitch.tv/macgreygroup/v/14465880 Throwing Trucks: http://www.twitch.tv/macgreygroup/v/14465650 Throwing Cars: http://www.twitch.tv/macgreygroup/v/14465277 Undead Siege Full Mission: http://www.twitch.tv/macgreygroup/v/14465047 Ghost Hotel (Or whatever its called) Full Mission: http://www.twitch.tv/macgreygroup/v/14466108 Chernarus Road Block: http://www.twitch.tv/macgreygroup/v/13988511 Simply Too Many For My LMG: http://www.twitch.tv/macgreygroup/v/13649570 The Tower of Death: http://www.twitch.tv/macgreygroup/v/13627264
  4. spencefoz

    Zombies & Demons 5.0

    For those of you who say that the zombies cannot be used large scale in multiplayer... they can. If you set up a server properly, run a headless client, run proper cleaning techniques for dead zombies/vehicles/players (and groups if Zeus), set up the mission to progressively/dynamically spawn the zombies, spawn them progressively in Zeus, and use the built in spawning modules within the mission editor, you can play multiplayer with as many players as you want and HUNDREDS of zombies.... I have done it and continue to do so - so do not think you are limited.
  5. spencefoz

    ASR AI 3

    Also - ALL UNITS will fire their weapons once they SEE the enemy and not when they are on target sometimes. For example, helicopters might see a vehicle / enemy and randomly fire their unguided rockets in the wrong direction and often COMPLETELY missing their intended target. (I have seen this with modded and vanilla units)
  6. spencefoz

    ASR AI 3

    First, let me say that I absolutely love this mod and use it all the time. Second, I have countless hours using the ASR AI 3 mod and have seen the greatness of it and a few of the areas that - in my opinion - need improvement. I would like to offer my suggestions and frustrations in hopes to hear that "I am just doing it wrong" or that "we can fix this and make it better." IMPORTANT NOTE: I am running this with ASR AI 3 and CBA (how it says I should run it) on the latest version. Furthermore, I am speaking from using these units within ZEUS with the mod installed on both a dedicated server, my client, and the headless clients. Transport Helicopters act as if they are "semi-gunships" in the sense that when you give them a "transport unload" waypoint, they will refuse to land for up to a few minutes before potentially landing IF they come under fire. If the transport helicopter does NOT come under fire, it will land at the waypoint as it should and offload any troops. My issue... is that when the helicopter comes under fire, it does not attempt to offload the troops near the waypoint, air drop them in, or escape and drop them off somewhere close by - instead, the helicopter flies around and likely gets shot down. Units will sometimes accidentally fire too soon when holding Anti-tank weapons when their unit SEES the enemy vehicle, but NOT always when they are actually ON TARGET (i have witnessed normal units with weapons shoot at the floor and walls similarly when they are first attempting to get on target) When I tell a squad to enter a vehicle (whether grouped with the vehicle or not) the group OFTEN gets stuck in a mount/dismount state where they will not go to their waypoints or after the enemy - they will only continue to attempt to randomly get into the vehicle, for one person or the whole squad to then dismount, and then attempt to remount. I rarely see the AI enter buildings in combat - it happens, but almost never and I truly mean that in a very real and non-sarcastic way. I wish the AI would utilize explosives against targets in buildings/near buildings/or near vehicles they are using as cover - possibly a slight chance that anti-tank weapons and other weapons would be utilized. Is there any way to reduce the accuracy of DOOR GUNNERS on helicopters or any other static mounted weapon - the static mounted weapons on and off vehicles can sometimes be super super super accuracy and aimbotty even at great ranges WHILE vehicles are moving. These are just some of my impressions - take them or leave them - but they are things I WISH were tweaked a little and worked differently. This is the 5% of the mod that bothers me, the rest is freaking gold - keep up the good work. Spencer
  7. spencefoz

    co10 Escape

    iZer - check out the Units section of the mission files. Without looking at my machine, I believe the folder says "Units" and then there is a classnames sqf. I am pretty sure that within that contains the parameters for all the ammo crates and such: I was in there yesterday changing out all the units and adding Arctic Warfare units for a winter map that I adapted the escape mission to.
  8. spencefoz

    co10 Escape

    I was wondering if you would be able to tell me how to turn off the mission from handling the weather AT ALL. I am attempting to implement my own weather and sound and the mission keeps overriding it. I'm sure this is much more of a complicated answer than you want to give as I have dived into all of the files and have found multiple areas pertaining to weather and what not. Essentially - I adding some sound files, a few functions, and some lines to the init and description. Any thoughts you might have that would help me do this would be great.
  9. spencefoz

    co10 Escape

    I'm having a problem where the mission adds crosshairs no matter what difficulty setting I am on or if I change the value server side - any thoughts on why this happens? Only on the escape missions.
  10. spencefoz

    ASR AI 3

    I am wondering if anyone has seen where AI is NOT entering buildings. I feel like I have never seen my ASR AI use buildings (Not using any mods besides ASR AI and CBA). Is there something I need to change/set? Also, I am trying it out in Zeus missions.
  11. We are having the exact same issue. My only guess is it has something to due with the latest CBA update which happened recently because ACE did not update. I did not have this occurance prior to CBA update.
  12. I'm still having the problem when Prevent Instant Death is enabled that the AI can become invincible. I do not see this under the "known issues" but I have seen other people mention this already. Is this going to be fixed or fixed already and I just don't know how to fix it?
  13. Hey guys, here is my script by Monsoon about how to assign groups to the headless client. "if(!isServer) exitWith{}; if(!isMultiplayer) exitWith{}; waitUntil{time > 2}; _unit = _this select 0; _HC = _this select 1; if(isNull _HC) exitWith{}; _HCid = owner _HC; _unitGroup = group _unit; _unitGroup setGroupOwner _HCid;" However, I am getting this error, and I do not know how to fix it. "Error position: <setGroupOwner _HCid;> Error missing ; File....moveToHc.sqf, line 14 Error in Expression <; _unitGroup = group _unit; I hope someone can help me out - Thanks!
  14. I literally have looked through every single category and did not see anything regarding player respawning. Is there "ANY" chance that it is not in the latest ALIVE update for some reason or did it get integrated into another module that I have not seen? Any more specific direction on this would be extremely helpful.
  15. I cannot get any player respawns to work with Alive - the latest update. Furthermore, I have watched the alive wiki tutorials for making missions and I see modules that I am missing in my download. Why am I missing the player respawn modules and others? Were they removed or am I just stupid?
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