Gibsonm Posted May 15, 2016 Share Posted May 15, 2016 1 hour ago, Rotareneg said: It'd be cool if minefields optionally had conditions to control if they exist when the scenario starts or not.. That way you could randomize or otherwise make the minefields start in different locations to add replay value to scenarios. Also, being able to place small minefields in-game with engineers would be cool (if that's not already a feature in 4.0.) Well you can do that (sort of) by plotting FASCAM missions and firing them on Trigger ("Activate Minefield 1", ,2 ,3, etc.) with 1, 2 and 3 covering a different location. Of course you get the artillery sounds but that only lasts a minute or two. 0 Quote Link to comment Share on other sites More sharing options...
RENEGADE-623 Posted May 15, 2016 Share Posted May 15, 2016 (edited) 2 hours ago, Rotareneg said: It'd be cool if minefields optionally had conditions to control if they exist when the scenario starts or not.. That way you could randomize or otherwise make the minefields start in different locations to add replay value to scenarios. Also, being able to place small minefields in-game with engineers would be cool (if that's not already a feature in 4.0.) what scenario designer can do also, is make a condition, where a minefield (using fascam of course) is laid at this point IF Trigger 1 is pulled AND engineer vehicle is on a certain box near where you want the mine obstacle to be placed. Of course, this is assuming that the sce designer is placing dif areas where an obstacle might be placed. Edited May 15, 2016 by RENEGADE-623 add the fascam statement 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted May 15, 2016 Share Posted May 15, 2016 Those conditional FASCAM fields self-destruct in only 30 minutes, making them useful only for very short scenarios. 0 Quote Link to comment Share on other sites More sharing options...
RENEGADE-623 Posted May 15, 2016 Share Posted May 15, 2016 haven't dealt with fascam, but maybe have it set to repeat every 30 min then? 0 Quote Link to comment Share on other sites More sharing options...
TankHunter Posted May 15, 2016 Share Posted May 15, 2016 There should be a setting in artillery that deals with self-destruct times. Its been a while but I recall it is there. 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted May 15, 2016 Share Posted May 15, 2016 If you call FASCAM in the normal manner you can set the self-destruct timers, but the preset artillery calls don't have the option. You could repeat them after 30 minutes, but that'd be a bit harsh on the players if they breached it and then suddenly found it refilled with mines. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 15, 2016 Share Posted May 15, 2016 (edited) Well the other way would be to: 1. Create all the required minefields before you start (probably need to make then buried the retain the asthetics) in all the potential locations. 2. Create zones covering all the minefields. 3. Set a bunch of Triggers to say "Activate minefield X" (the location of "X" depends to the player's plan). 4. Set all the units to "repair all" if they are not in X. So yes there would be explosions in say minefields A, B, C, ... but the only ones that would permanently damage the vehicle would be those in "X". The player would need to manually continue the assault as the AI would avoid minefields A, B and C, ... But it would give you the desired effect if the FASCAM option isn't suitable. Yes I know, neither is ideal but you can achieve the outcome you want with a bit of squinting. Edited May 15, 2016 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted May 16, 2016 Share Posted May 16, 2016 More background noise.also id like to see the the comms cut if a player loses his radio on TS so he cant talk to anyone until restored. have I mentioned tree strikes,also every relavent piece of Military equiptment made since 1950.Thatll keep you busy. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 16, 2016 Share Posted May 16, 2016 43 minutes ago, mpow66m said: also id like to see the the comms cut if a player loses his radio on TS so he cant talk to anyone until restored. Well that's two discrete pieces of software, only one of which eSim controls. I guess if TS supported SB's APIs it might be possible. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted May 16, 2016 Share Posted May 16, 2016 dosent teamspeak have something like this? 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted May 17, 2016 Share Posted May 17, 2016 (edited) There are plugins for TS that interact with various sims (like Task Force radio for ARMA) that do radio simulations, but there's nothing like that built-in to TS itself. Edited May 17, 2016 by Rotareneg 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted May 17, 2016 Share Posted May 17, 2016 ahhh,ok.itd be cool if there was someway to disable comms tho. 0 Quote Link to comment Share on other sites More sharing options...
ghostdog688 Posted May 17, 2016 Share Posted May 17, 2016 This relates to a suggestion I made earlier; I guess muting/unmuting TS when using push to talk would work ok, there's an arma 3 mod called ACRE (also TFAR) which does this based on range, line of sight and who's on the radio net. however it reads the positions from arma, so such a plugin would need to collect positional data. Not sure how either works at the API level but as snake alluded to, it's something that they wouldn't look at for the personal edition as it kinda craps all over the extra support a business licence holder gets (for a lot more money). kinda makes poor business sense to leave your biggest spending customers in the cold. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted May 18, 2016 Share Posted May 18, 2016 this would be great,a little pricy id imagine tho. http://www.calytrix.com/products/cnr/cnrsim.html 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 18, 2016 Share Posted May 18, 2016 Yes that's what I referred to in the other thread. There is a free (albeit limited) version too. Of course then you need everyone in a given mission using it (you can't split 50/50 say between TS and CNR Sim). 0 Quote Link to comment Share on other sites More sharing options...
DavidZill Posted May 18, 2016 Share Posted May 18, 2016 Touched up/redux hi-resolution m1-series interiors with wear and tear, driver positions, possible crew members 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted May 18, 2016 Share Posted May 18, 2016 2 hours ago, DavidZill said: Touched up/redux hi-resolution m1-series interiors with wear and tear, driver positions, possible crew members they already have crew members in 4.0.hopefully the driver posistions will be complete. 0 Quote Link to comment Share on other sites More sharing options...
Koen Posted May 25, 2016 Share Posted May 25, 2016 (edited) Trenches Tractors Trains A functioning groundradar for this one vehicle whose name escapes me. The black & white retrolook that you can apply in that other sim, whose name also escapes me ?, since we have now more Cold War tks And animals ! Edited May 25, 2016 by Koen Spelling 0 Quote Link to comment Share on other sites More sharing options...
Dagger1987 Posted May 28, 2016 Share Posted May 28, 2016 (edited) It would be nice to have more command line arguments on the .exe for creating a multiplayer game and joining one. This way, I could program a simple "SB Lobby" (Similar as old Hyperlobby in Il-2) so multiplayer games in progress would be displayed and players could join easily instead of having to exchange IP addresses and all that hassle. Also it could provide fast "jump into action" shortcuts Edited May 28, 2016 by Dagger1987 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 28, 2016 Share Posted May 28, 2016 Well if Copy/ Paste an IP address is a hassle ... Anyway the posts here tend to provide situational awareness as well as things like an IP address and timings. This software requires people to read in and the threads here do that reasonably well. In addition the new requirement to download maps will make some sort of random join game in progress option a bit harder to implement. 0 Quote Link to comment Share on other sites More sharing options...
Dagger1987 Posted May 28, 2016 Share Posted May 28, 2016 4 minutes ago, Gibsonm said: Well if Copy/ Paste an IP address is a hassle ... Anyway the posts here tend to provide situational awareness as well as things like an IP address and timings. This software requires people to read in and the threads here do that reasonably well. In addition the new requirement to download maps will make some sort of random join game in progress option a bit harder to implement. I didn't mean that entering the IP is a hassle, what I mean that having a "lobby" where all the multiplayer games in progress are displayed would make it easier to join them instead of having to join team speak/forum to grab the IP. 0 Quote Link to comment Share on other sites More sharing options...
Administrators Sean Posted May 28, 2016 Administrators Share Posted May 28, 2016 5 hours ago, Dagger1987 said: It would be nice to have more command line arguments on the .exe for creating a multiplayer game and joining one. Been on the list for a while now. Someday... 0 Quote Link to comment Share on other sites More sharing options...
Zaphod Posted May 28, 2016 Share Posted May 28, 2016 20 minutes ago, Sean said: Been on the list for a while now. Someday... This Someday? 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted May 29, 2016 Share Posted May 29, 2016 7 hours ago, Zaphod said: This Someday? Probably not, because; 9 hours ago, Dagger1987 said: In addition the new requirement to download maps will make some sort of random join game in progress option a bit harder to implement. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 29, 2016 Share Posted May 29, 2016 Um actually no he didn't, I did. But the point remains valid. 0 Quote Link to comment Share on other sites More sharing options...
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