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#1 Posted at 2015-12-10 11:55        
     


Ultimate Soldier 2 Mod

Remove fatige
Remove fatige all your units
Remove sway
Enable sprint even with heavy loaduts
Alter recoil to the Arma 2 levels



Fully compatible with others mods

Arma 3 1.54 compatible

Sp/Coop only
Bi-keys included
No - Multiplayer support
Aimed for "tacticool"-non realistic units

Advice: Steam upload strictly forbidden


https://www.dropbox.com/s/hrcztmi83qg04xy/%40ULTIMATE_SOLDIER2.rar?dl=0



________________________________________________________________________

Ultimate Soldier 2 MP
Multiplayer version
Removes player only: Fatigue, Sway
Allow player only: Sprint
Alter recoil to the Arma 2 levels

Includes BI sign

Aimed for MP signed servers and non-realistic units

Need Arma 3 CBA to run

Strictly forbidden upload to STEAM

https://www.dropbox.com/s/xkjr5kggtul9kss/%40ULTIMATE_SOLDIER2MP.rar?dl=0


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#2 Posted at 2015-12-10 12:30        
     
Hi djotacon, thanks for posting your release here :-)
But, I am a little confused.
The Ultimate Soldier 2 Mod is a SP/Coop (coop is multiplayer) version and contains bisign and keys
The Ultimate Soldier 2 MP is a multiplayer version with keys and bisign

So basically they are both MP compatibe versions, but the SP version can also be used in SP where the MP can not?

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#3 Posted at 2015-12-10 17:01        
     
Hi Foxhound.

There's two version because one of them dont work on MP dedicated servers.

(Ultimate Soldier 2) works only on SP/COOP server no MP dedicated server support, and is aimed of sp/coop matches only.
(Ultimate Soldier 2 MP) has MP dedicated server support and works on servers and dont change the fatigue effects over npc in your squad ( to avoid conflicts ), and has CBA dependency.

The old version of the mod ( Ultimate Soldier 1.00) works on SP/COOP/MP matches but with the latest game updates some parts of the mod dont work properly that's why I created to separate versions of the same mod.

This post was edited by djotacon (2015-12-10 17:15, ago)


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#4 Posted at 2015-12-10 23:30        
     
I think there is some confusion (at least on my side), what is a dedicated enviroment, what is MP and what is something else.
I really do not understand what is the difference between COOP and a dedicated MP server. There are a few hundred dedicated COOP servers out there and since COOP is MP (you are playing with multiple other players) as well I am really not sure about what it means in your eyes :-[

But tomorrow I will make the pages exactly how you have written the info above and I am sure the more experienced users will understand your description :-)

Added 8 hours 17 minutes later:

[update]

Thanks again for posting your release here on our forums as well! :-)
News is up on the frontpage and you can find our mirrors here:







This post was edited by Foxhound (2015-12-11 07:47, ago)

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#5 Posted at 2015-12-11 11:57        
     
Arma 3 can run in three different ways:

SP: The program runs with no connections.
Coop: The program runs with connections over lan and inet, but this is not a dedicated server (Supports MP gaming)
MP: A fully dedicated server that only accepts connections to play MP games.

The Arma 3 executable is different from (SP/COOP) to Arma 3 server and internally dont work in the same way.

One mod can run in (SP/COOP) but no in a Arma 3 Server.

Usually the mods has code to work in every way possible but in a well designed code you need create a version for Arma 3 client and another for Arma 3 server.

Thats why I have two separate versions one for Arma 3 client (sp/coop) and another for Arma 3 server.

Programming that way you can achive maximum performance and avoid redundant code (thats why exist an Arma 3 server executable instead using the same executable for all).

But sadly the devs are creating a big confusion mixing in his poorly documented (without any code examples) the same concept for MP games.

A MP game can be created using the client or server but internally dont work in the same way.

The SP/COOP version dont work on server side and the MP (Server side designed) runs in server.

In the professional world a client cannot be used to run server task and theres client designed software and a server side program to fullfill this task.

Is very confused but isn't my fault, is a decision of the devs and his network architecture.


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#6 Posted at 2015-12-11 15:42        
     
# djotacon : ...


Thank you very much for the info. I understand now why you refer to things like this.
I did not mean to accuse you of anyhting (when I sounded like that to you my apologies), I simply did not get the difference between your references to MP.

I am pretty sure the MP crowed does appreciate you taking the time to actually build two different versions of your Ultimate Soldier 2 addon *THUMBS UP*

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#7 Posted at 2015-12-11 19:08        
     
I guess what a dedicated server is (no player).
Are you trying to promote a "server version" to be signed and accepted on official servers?
As "player" doesn't mean anything on them, client should have to upload the MP addon, right?

Then , I'm not sure to understand how your SP/COOP couldn't work on their clients as well.
In other words, if you apply such commands setCustomAimCoef, enableFatigue and now enableStamina, on player, in a local client PC, playing a MP dedicated or hosted mission, you can do that with the same addon.

I agree with Foxhound, most of Arma players know SP / MP classification and a COOP is MP.
You can't cope with the "good" use of your addons depending on servers connexion and player's choices.
is this the reason why you mentioned "Strictly forbidden upload to STEAM" ? You should clarify what people using your addon could experience... not just crossing fingers when using them.

Btw, i don't understand the CBA dependency for this aim.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS