Seems that the number of Enemies isn't updated correctly, so often it shows zero, but in fact there's still one lurking around. Print Bot Count didn't seem to suffer this bug.
seems that the number of enemies isn't updated correctly, so often it shows zero, but in fact there's still one lurking around. print bot count didn't seem to suffer this bug.
Update 1.1, works nicely, thnx for the quick update.
For those who like to play, with colours, this works
[/PrintCount/Mutators/PrintCount.PrintCount_C]
bStream=False
UpdateFrequency=1.0
PreNumMsg="<Green>"
PostNumMsg="</><Yellow> ...Bots Remaining</>"
update 1.1, works nicely, thnx for the quick update.
for those who like to play, with colours, this works
[/printcount/mutators/printcount.printcount_c]
bstream=false
updatefrequency=1.0
prenummsg="<green>"
postnummsg="</><yellow> ...bots remaining</>"
Works OK on my Co-Op servers, would be nice if admins could edit the on screen message.. Bot Count, this would enable the colour to be changed, using Advanced Chat mod
works ok on my co-op servers, would be nice if admins could edit the on screen message.. bot count, this would enable the colour to be changed, using advanced chat mod
The NWI "Pistols Only," only gives pistols to players, bots have all weapons.
The Improved "Pistols Only" Mutators mod, didn't increase mags, on many maps you run out of ammo quickly, I also seem to remember bots had all weapons. I have also removed all grenades, and molotovs, as these are over powering on pistols only, especially with bots being so accurate.
the nwi "pistols only," only gives pistols to players, bots have all weapons.
the improved "pistols only" mutators mod, didn't increase mags, on many maps you run out of ammo quickly, i also seem to remember bots had all weapons. i have also removed all grenades, and molotovs, as these are over powering on pistols only, especially with bots being so accurate.
Auto-scale AI Difficulty does not seem to work... defaults to 0.5 with no scaling.
My settings:
[/Script/Insurgency.INSCoopMode]
bScaleAIDifficulty=True
;Minimum number of players to start scaling. Anything less than this or equal to this will just use MinAIDifficulty
PlayerCountForMinAIDifficulty=1
;Maximum number of players to stop scaling. Anything greater than this or equal to this will just use MaxAIDifficulty
PlayerCountForMaxAIDifficulty=8
;The minimum AIDifficulty can have for scaling
MinAIDifficulty=0.4
;The maximum AIDifficulty can have for scaling
MaxAIDifficulty=0.7
auto-scale ai difficulty does not seem to work... defaults to 0.5 with no scaling.
my settings:
[/script/insurgency.inscoopmode]
bscaleaidifficulty=true
;minimum number of players to start scaling. anything less than this or equal to this will just use minaidifficulty
playercountforminaidifficulty=1
;maximum number of players to stop scaling. anything greater than this or equal to this will just use maxaidifficulty
playercountformaxaidifficulty=8
;the minimum aidifficulty can have for scaling
minaidifficulty=0.4
;the maximum aidifficulty can have for scaling
maxaidifficulty=0.7
Anyone NOT looking for a server using ISMC, but with Custom Maps (including this mod) you're welcome to try my server.
Name:
Redback Gaming [Co-Op 1] Redback Armoury - With Fire Support
Connection Info: 45.121.211.132:27102
Name:
Redback Gaming [Co-Op 2] Redback Armoury - No Fire Support
Connection Info: 45.121.211.216:27112
both PVE... oh, downside, both are Australian based... lol
anyone not looking for a server using ismc, but with custom maps (including this mod) you're welcome to try my server.
name:
redback gaming [co-op 1] redback armoury - with fire support
connection info: 45.121.211.132:27102
name:
redback gaming [co-op 2] redback armoury - no fire support
connection info: 45.121.211.216:27112
both pve... oh, downside, both are australian based... lol
Big map, fun to play, it's a bugger starting again, if you fail to take the last objective, so I have set this map to restart at "I," and "M." Great work.
big map, fun to play, it's a bugger starting again, if you fail to take the last objective, so i have set this map to restart at "i," and "m." great work.
First, sorry for not replying quicker.
1. Make sure you do NOT run any other loadout/fire support mods
2. Run only Redback - Armoury, then add other mods, best 1 at a time.
The mod runs on numerous servers, so you problem must be a local one, hope you sort it out, please let me know what you think of it, and also any problems/suggestions.
first, sorry for not replying quicker.
1. make sure you do not run any other loadout/fire support mods
2. run only redback - armoury, then add other mods, best 1 at a time.
the mod runs on numerous servers, so you problem must be a local one, hope you sort it out, please let me know what you think of it, and also any problems/suggestions.
Been 64 days, and no reply, surely someone has an answer
"ClanImageURL="https://anysite.com/image.png"
TeaserImageURL="https://anysite.com/image.png"
considering most servers are leased/rented, how do I link to an image... I did try a OneDrive link, but failed, I assume because MOTD is looking for a PNG file.
Edit · Reply · Delete · 64d"
been 64 days, and no reply, surely someone has an answer
"clanimageurl="https://anysite.com/image.png"
teaserimageurl="https://anysite.com/image.png"
considering most servers are leased/rented, how do i link to an image... i did try a onedrive link, but failed, i assume because motd is looking for a png file.
edit · reply · delete · 64d"
Tested Buhriz_CS on Redback Gaming [Co-Op 1] using -ModDownloadTravelTo=Buhriz_CS?Scenario=Scenario_Tideway_CS_Checkpoint_Security_B?DisableFences with ISMCarmory_legacy.. what can I say... it works... again, well done RareK.
tested buhriz_cs on redback gaming [co-op 1] using -moddownloadtravelto=buhriz_cs?scenario=scenario_tideway_cs_checkpoint_security_b?disablefences with ismcarmory_legacy.. what can i say... it works... again, well done rarek.
Also, if I want to add a tree the asset path is StaticMesh '/Game/Environment/Props/Speedtree/ Library_Jungle_Trees/Jungle_Tall_XL_01/JungleTall_XL_01.JungleTall_XL_01' do I simply use this path, or do I need to change it. I had to add a few spaces, as the comments do not allow words with more than 100 characters
also, if i want to add a tree the asset path is staticmesh '/game/environment/props/speedtree/ library_jungle_trees/jungle_tall_xl_01/jungletall_xl_01.jungletall_xl_01' do i simply use this path, or do i need to change it. i had to add a few spaces, as the comments do not allow words with more than 100 characters
Ok, with the above examples it works, my question is, in the SDK the asset path is
Blueprint'/Game/Game/Actors/Vehicles/BP_VH_TechnicalLarge_Insertion_Black.BP_VH_TechnicalLarge_Insertion_Black' do I change BlueprintGeneratedClass
ok, with the above examples it works, my question is, in the sdk the asset path is
blueprint'/game/game/actors/vehicles/bp_vh_technicallarge_insertion_black.bp_vh_technicallarge_insertion_black' do i change blueprintgeneratedclass
I assume you need to create a folder, on your server, then copy the assets from the editor to your folder, on the server. Also can you add more than 1 asset, if so is the format C AssetIndex=0, Location=-9558;26289;448, AssetIndex=1, Location=-8259;25939;558)
Finally, will these assets give cover, from bots, or will they see you.
i assume you need to create a folder, on your server, then copy the assets from the editor to your folder, on the server. also can you add more than 1 asset, if so is the format c assetindex=0, location=-9558;26289;448, assetindex=1, location=-8259;25939;558)
finally, will these assets give cover, from bots, or will they see you.
ClanImageURL="https://anysite.com/image.png"
TeaserImageURL="https://anysite.com/image.png"
considering most servers are leased/rented, how do I link to an image... I did try a OneDrive link, but failed, I assume because MOTD is looking for a PNG file.
clanimageurl="https://anysite.com/image.png"
teaserimageurl="https://anysite.com/image.png"
considering most servers are leased/rented, how do i link to an image... i did try a onedrive link, but failed, i assume because motd is looking for a png file.
had 2 crashes, yesterday, one on Revolt, BUT, another on a vanilla map... so I am starting to think it's ISMC, but will take a long time to prove any thing, as it's not consistent.
had 2 crashes, yesterday, one on revolt, but, another on a vanilla map... so i am starting to think it's ismc, but will take a long time to prove any thing, as it's not consistent.
OK, I don't know if this is compatible with Checkpoint, there's no mention, but it loads OK, however, the "Cancel" button does not cancel, so I reverted back to the previous Reworked mod 148369 using MOTD_N
ok, i don't know if this is compatible with checkpoint, there's no mention, but it loads ok, however, the "cancel" button does not cancel, so i reverted back to the previous reworked mod 148369 using motd_n
1.0.71, hopefully thermos updated, the editor is a pain in the arse, it does different things, on different days, with exactly the same source files... grrr
1.0.71, hopefully thermos updated, the editor is a pain in the arse, it does different things, on different days, with exactly the same source files... grrr
As Affinity420 said, suicide bombers exploding many times, but also some bots, including suicide ones, do not die, a whole magazine and they still live. Last objective too easy to defend,needs an extra, or 2, outside entrances.
as affinity420 said, suicide bombers exploding many times, but also some bots, including suicide ones, do not die, a whole magazine and they still live. last objective too easy to defend,needs an extra, or 2, outside entrances.
Had to remove it, too many bugs.. will check it weekly...
besides bots "seeing" through the scrub, there are invisible walls on the right side approaching A, bots not defending, last objective bots suiciding. Too many players complaining.
had to remove it, too many bugs.. will check it weekly...
besides bots "seeing" through the scrub, there are invisible walls on the right side approaching a, bots not defending, last objective bots suiciding. too many players complaining.
much better, now with last objective as a capture zone.. too late for the comp, but on next update, could you add another entry point, to the last object, eg, to the right of the lift shaft to the outside courtyard, this would give the bots an extras entry... thnx for a great map, keep up the good work.
much better, now with last objective as a capture zone.. too late for the comp, but on next update, could you add another entry point, to the last object, eg, to the right of the lift shaft to the outside courtyard, this would give the bots an extras entry... thnx for a great map, keep up the good work.
Really nice map, FPS now very good...I would suggest on the last objective, bot spawn needs moving.. see link... they spawn where my crosshairs are.. so easy to slaughter them. 1drv.ms
really nice map, fps now very good...i would suggest on the last objective, bot spawn needs moving.. see link... they spawn where my crosshairs are.. so easy to slaughter them. https://1drv.ms/u/s!aqnnrtplenjowtokm8bb6a0rfjlm?e=zbsqsu
First, great map, well done.
For checkpoint it is best for last objective to be defendable.
Map is a bit dark, but it appears you are aware of if, even weapons appears as black silhouettes.
first, great map, well done.
for checkpoint it is best for last objective to be defendable.
map is a bit dark, but it appears you are aware of if, even weapons appears as black silhouettes.
In checkpoint mode, it is best to have the last objective defendable, not a cache.
B,C,and D, bots are not attacking, could be due to their spawn point.
Can go through wall, into a black space... 1drv.ms
in checkpoint mode, it is best to have the last objective defendable, not a cache.
b,c,and d, bots are not attacking, could be due to their spawn point.
can go through wall, into a black space... https://1drv.ms/u/s!aqnnrtplenjowtyfcjru0dvnuh2k?e=bbg2f3
Open Somodag?Scenario=Scenario_ Somodag_Checkpoint_Security?Lighting=Day
A small typo, after Scenario_ you have a space, this could cause a problem for those that copy/paste, also, for Checkpoint it would be best for the last objective to be defendable, otherwise, great map, keep up the good work.
open somodag?scenario=scenario_ somodag_checkpoint_security?lighting=day
a small typo, after scenario_ you have a space, this could cause a problem for those that copy/paste, also, for checkpoint it would be best for the last objective to be defendable, otherwise, great map, keep up the good work.
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Rover_Redback_Admin Comments
Put the mod ID, 1904236, in mods.txt then put the mutator, SWTCW, in your start command
1
what do you mean by "the other menu option?"
1
Seems to be work, again, thnx
1
Thnx mate, I will try it tomorrow.
1
Seems that the number of Enemies isn't updated correctly, so often it shows zero, but in fact there's still one lurking around. Print Bot Count didn't seem to suffer this bug.
1
Can confirm AdvancedChat now works, with this mod... well done.. thnx
1
Can confirm AdvancedChat now works, with this mod... well done.. thnx
1
Bot count works fine, pity it breaks Advanced Chat, I might have to go back to ,PrintCount, pity really, I do like the Ememies= position
1
No
Maybe
No, No, Maybe
1
you only need this mod... do not use any other theater mod
1
thnx mate, but I found a way.. I created a channel, in my discord server, and linked the images to there.
1
Is there a way to stop asset timeouts
1
thnx for the very quick response.
1
I have a bug.. the mod occasionally counts players, not bots.
Seems to have occurred since 1.11
1
yay.. I can add it back, thnx for the update, was sorely missed
1
Finally, removed duplicate carriers.
1
Updated Fire Support, and removed duplicated carriers.
1
Redback Armoury updated, 2 new guns.. P90 and Vector, for Infantry and Recon
1
Update 1.1, works nicely, thnx for the quick update.
For those who like to play, with colours, this works
[/PrintCount/Mutators/PrintCount.PrintCount_C]
bStream=False
UpdateFrequency=1.0
PreNumMsg="<Green>"
PostNumMsg="</><Yellow> ...Bots Remaining</>"
1
Excellent... thnx
1
Works OK on my Co-Op servers, would be nice if admins could edit the on screen message.. Bot Count, this would enable the colour to be changed, using Advanced Chat mod
1
The NWI "Pistols Only," only gives pistols to players, bots have all weapons.
The Improved "Pistols Only" Mutators mod, didn't increase mags, on many maps you run out of ammo quickly, I also seem to remember bots had all weapons. I have also removed all grenades, and molotovs, as these are over powering on pistols only, especially with bots being so accurate.
1
Auto-scale AI Difficulty does not seem to work... defaults to 0.5 with no scaling.
My settings:
[/Script/Insurgency.INSCoopMode]
bScaleAIDifficulty=True
;Minimum number of players to start scaling. Anything less than this or equal to this will just use MinAIDifficulty
PlayerCountForMinAIDifficulty=1
;Maximum number of players to stop scaling. Anything greater than this or equal to this will just use MaxAIDifficulty
PlayerCountForMaxAIDifficulty=8
;The minimum AIDifficulty can have for scaling
MinAIDifficulty=0.4
;The maximum AIDifficulty can have for scaling
MaxAIDifficulty=0.7
1
Download the mod properly... either join a server OR Subscribe to it
1
A very good representation, of the Australian outback. Have added it to both Redback Gaming servers.
2
worked fine, on one of my servers, at 31 bots
2
Well, what can I say... be prepared for a "fight," when defending.
1
added to Redback Gaming servers, will give some feedback.
1
Anyone NOT looking for a server using ISMC, but with Custom Maps (including this mod) you're welcome to try my server.
Name:
Redback Gaming [Co-Op 1] Redback Armoury - With Fire Support
Connection Info: 45.121.211.132:27102
Name:
Redback Gaming [Co-Op 2] Redback Armoury - No Fire Support
Connection Info: 45.121.211.216:27112
both PVE... oh, downside, both are Australian based... lol
2
Nice map.. the only feedback, from players, is player respawn point, being at objective A, could this be closer to last objective captured/destroyed.
1
Big map, fun to play, it's a bugger starting again, if you fail to take the last objective, so I have set this map to restart at "I," and "M." Great work.
1
First, sorry for not replying quicker.
1. Make sure you do NOT run any other loadout/fire support mods
2. Run only Redback - Armoury, then add other mods, best 1 at a time.
The mod runs on numerous servers, so you problem must be a local one, hope you sort it out, please let me know what you think of it, and also any problems/suggestions.
1
Been 64 days, and no reply, surely someone has an answer
"ClanImageURL="https://anysite.com/image.png"
TeaserImageURL="https://anysite.com/image.png"
considering most servers are leased/rented, how do I link to an image... I did try a OneDrive link, but failed, I assume because MOTD is looking for a PNG file.
Edit · Reply · Delete · 64d"
1
Appears Flaykes has lost interest, pity, was a good map.
2
Minor update to Fire Support
1
Tested Buhriz_CS on Redback Gaming [Co-Op 1] using -ModDownloadTravelTo=Buhriz_CS?Scenario=Scenario_Tideway_CS_Checkpoint_Security_B?DisableFences with ISMCarmory_legacy.. what can I say... it works... again, well done RareK.
2
Also, if I want to add a tree the asset path is StaticMesh '/Game/Environment/Props/Speedtree/ Library_Jungle_Trees/Jungle_Tall_XL_01/JungleTall_XL_01.JungleTall_XL_01' do I simply use this path, or do I need to change it. I had to add a few spaces, as the comments do not allow words with more than 100 characters
1
Ok, with the above examples it works, my question is, in the SDK the asset path is
Blueprint'/Game/Game/Actors/Vehicles/BP_VH_TechnicalLarge_Insertion_Black.BP_VH_TechnicalLarge_Insertion_Black' do I change BlueprintGeneratedClass
1
Tested on Redback Game servers, tests OK... well done
2
"Mutator is: ScoreFull
**For useability requires discord bot, that for now is in alpha alpha stage," so still can't be used.
1
I assume you need to create a folder, on your server, then copy the assets from the editor to your folder, on the server. Also can you add more than 1 asset, if so is the format C AssetIndex=0, Location=-9558;26289;448, AssetIndex=1, Location=-8259;25939;558)
Finally, will these assets give cover, from bots, or will they see you.
2
Map looks good, but sadly has crashed, my server, twice, from two starts, so had to remove it.
1
Any feedback on this...
1
try 400x225 pixels
1
ClanImageURL="https://anysite.com/image.png"
TeaserImageURL="https://anysite.com/image.png"
considering most servers are leased/rented, how do I link to an image... I did try a OneDrive link, but failed, I assume because MOTD is looking for a PNG file.
1
had 2 crashes, yesterday, one on Revolt, BUT, another on a vanilla map... so I am starting to think it's ISMC, but will take a long time to prove any thing, as it's not consistent.
1
OK, I don't know if this is compatible with Checkpoint, there's no mention, but it loads OK, however, the "Cancel" button does not cancel, so I reverted back to the previous Reworked mod 148369 using MOTD_N
1
Does this mean Town has random checkpoints, and if so, does it mean each time the map is started the checkpoints are random.
3
don't use Binford... simple, it has been merged with ISMCmod, and this mod works
1
Not sure how it will go, but am trying on Redback Gaming server #1
2
Don't know why, but Market crashes my ISMC server, on objective B.
1
Have put them on Redback Gaming server #3
IP: 103.212.224.118:27102
2
No.. no "armoury/loadout" mods are compatible, as they overwrite each other.
1
1.0.71, hopefully thermos updated, the editor is a pain in the arse, it does different things, on different days, with exactly the same source files... grrr
1
As Affinity420 said, suicide bombers exploding many times, but also some bots, including suicide ones, do not die, a whole magazine and they still live. Last objective too easy to defend,needs an extra, or 2, outside entrances.
2
Had to remove it, too many bugs.. will check it weekly...
besides bots "seeing" through the scrub, there are invisible walls on the right side approaching A, bots not defending, last objective bots suiciding. Too many players complaining.
2
Pro reply, of course I use trees, but those bots don't always line up behind the same tree...
2
1.0.59 Added "Push" mode
1
Damn bots can see through the shrubs.
2
Getting a "shimmering" on trees, and shrubs.
1
I used (Scenario="Scenario_RedwoodReborn_Checkpoint",Lighting="Day") complete with brackets, and it works
1
1.0.58 adjusted mags/rounds.. also heavy carrier has more than light
1
Increased number of mags to 6
1
Thnx mate, I must have been tired not to have seen it already listed.
1
Some players ask, will there be a night map version.
1
Some players ask, will there be a night map version.
2
thnx...
1
be nice to see a video of it in action.
1
Glock 19 is still a wip.
1
Being tested on Redback Gaming
1
"Armoury" is correct, but you seem to have a problem reading, and understanding.
2
First comment is mine.. lol, Please do not correct "armoury," I am not a yank.
2
Not that this affects the game, but why are the pak files named Oasis?
1
much better, now with last objective as a capture zone.. too late for the comp, but on next update, could you add another entry point, to the last object, eg, to the right of the lift shaft to the outside courtyard, this would give the bots an extras entry... thnx for a great map, keep up the good work.
1
This is what I used, in mapcycle.txt
(Scenario="Scenario_TempleHQ_Checkpoint_Security",Lighting="Day")
2
with last objective now a capture zone... feels much better... thank you.
2
Really nice map, FPS now very good...I would suggest on the last objective, bot spawn needs moving.. see link... they spawn where my crosshairs are.. so easy to slaughter them. 1drv.ms
1
Yes, should be a capture zone.. as a cache it's too easy to take, and feels like an anticlimax.
1
For checkpoint it's best if the last objective is defendable.
1
A number of players reporting a significant drop in frames.
3
Very good map, however, a number of players are experiencing low fps.
1
using this mod a lot, players request 1, or 2, extra mags, as some maps have few resupply points.
1
First, great map, well done.
For checkpoint it is best for last objective to be defendable.
Map is a bit dark, but it appears you are aware of if, even weapons appears as black silhouettes.
1
That's a pity, from a community point of view, Checkpoint is the way to go, you would certainly get the map played more.
3
Added to Redback Gaming servers.. will kick in after tonight's scheduled restart.
1
something NWI should have added... thnx so much.
4
lol, sorry, wrong screenshot....will correct it
2
Can you please fix this label problem 1drv.ms
2
In checkpoint mode, it is best to have the last objective defendable, not a cache.
B,C,and D, bots are not attacking, could be due to their spawn point.
Can go through wall, into a black space... 1drv.ms
2
Just loaded onto Redback Gaming servers.. will give feedback.
2
I'm the opposite, I removed Dinghy, in favour of this mod.
2
true, it is your mod... so I will remove it from my 3 servers...thnx for the reply.
2
Would work better in checkpoint if last objective was defendable
2
Open Somodag?Scenario=Scenario_ Somodag_Checkpoint_Security?Lighting=Day
A small typo, after Scenario_ you have a space, this could cause a problem for those that copy/paste, also, for Checkpoint it would be best for the last objective to be defendable, otherwise, great map, keep up the good work.
2
How do I contact Rubber Dinghy B4NDO
1
that would be great...oh, please also remove the dumpster.
1
Feedback, Players prefer the last objective to be a defend, not a cache, caches can be too easily destroyed.
Great map, keep up the good work.
2
Ist January 2021... just downloaded onto Redback Gaming.
1
Can you give admins the ability to enable/disable the camel and dump truck, also to go back to normal run speed.
0
I think you will find it at the start of Scenario_Sheds_Checkpoint_Security
1
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