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  2. Leopard, can you give some advice how to use you HC features? 3. High Command functions: Recruiting + dismissing AI Creating support groups from your own units (e.g. CAS, Artillary, etc.) Monitoring squad units. Selecting squad leader. For some reason STRG+Space doesn’t do anything. I also tried it while the map is open and and the waypoint map is up but it doesn’t work. Also what does „monitoring squad units mean“? Thank you for your help rainbow
  3. Oldninja

    cheaters

    Hi Kuljack, Your description of players being coordinated certainly explains my experience. Makes perfect sense. There was no way the outlander' who used the signal locator could have got to me in the time available, but if he told someone in the vicinity where I was, then bingo. Will adapt my tactics to try and counter.
  4. Bill-Kilgore

    Einstellung für Heli und Flugzeug

    Oh, funktioniert das denn bei uns?
  5. Oldninja

    Threat challenges

    There is a challenge to become a threat. I've had it a couple of times. . But the old glitch of looting a threats last kill to become a threat yourself has been fixed. So 4 kills is now the only way.
  6. easyeb

    RHS Escalation (AFRF and USAF)

    So when do we get a PC with Arma 3 runnibg RHS simulated in Arma 3?
  7. Send me an MP and I will send you the file, I don't want to post much here since someone deletes the posts and threads without any reason.
  8. Bukain

    RHS Escalation (AFRF and USAF)

    So rhs 57-N-231(89) is not armour piercing bullet, right?
  9. He already said the link will be up soon, so be patient bud. Or go the steam route which i wouldn't as it eat my mobile data so much loll
  10. killzone_kid

    50% chance of activating fnc

    The problem is your loop, it will always run, 50% it will run 1 time and 50% it will run 2 times. Make `from` 1 instead of 0
  11. Today
  12. Why do you set the texture twice every time? also this can be simplified: //in initplayerLocal.sqf TAG_fnc_playerData ={ params ["_player"]; private _UIDsTexts = [ ["SOMEPLAYERUID","PATHTOCORRESPONDINGTEXT"], ["SOMEOTHERPLAYERUID","SOMEOTHERPATHTOTEXT"] //etc ]; private _return = []; { if (getPlayerUID _player == (_x select 0)) then {_return =_x}; }forEach _UIDsTexts; _return }; TAG_fnc_setNameTag = { params ["_player"]; private _data = [_player] call TAG_fnc_playerData; if (_data isEqualTo []) exitWith {diag_log format ["Player %1 not listed",name _player],false}; if ((uniform _player) in ["rhs_uniform_acu_ucp","rhs_uniform_acu_oefcp"]) then { _player setObjectTextureGlobal [3,(_data select 1)]; }; true }; //------ [player] call TAG_fnc_setNameTag; ["ace_arsenal_displayClosed", { [player] call TAG_fnc_setNameTag; }] call CBA_fnc_addEventHandler;
  13. @Hi @RCA3 Just wondering what each side considers an obstacle. For instance, do opfor care if they're about to run over blufor? Are there certain rules in place for this?
  14. Mr H.

    Acex vs Zeus

    honestly this was quickly put together, since you are using ace and therefore cba there are more elegant/optimized ways to do this
  15. Hey guys I need some help finding this error please: File Mpmissions__cur_mp.altis\config.cpp, line 1693: Config: '"' encountered instead of '{' It is NOT on line 1693 in Notepad++ and for the life of me i cannot find the error here is my config.cpp file. I hope someone can help me find the errors because i have been looking for hours. Thanks in advance! My Config File: My Config.cpp
  16. @ALPHIVE Here's a callable function for all your trigger deleting needs, Have fun!
  17. I made 2 weapons mod, both using the magewell function to make the magazine models change while reloading. Now the wired thing happened, one weapon correctly change the magazine models when the character puts out the new magazine, but another weapon change the magaine models after the new mag had been loaded into gun. I can not loacte this issue, both weapon uses same model.cfg, same magazinewells and all other animations works fine. anyone have idea what may related to the issue? EDIT:ok its cuz i forget add magazineReloadSwitchPhase = 0.15384; maxrecoilsway = 0.003; swaydecayspeed = 0; those into another weapon, case closed/,,,,
  18. Gunter Severloh

    Ridiculous Frame Drops

    Ya it sounds like it is something with the graphics card then, either settings with it, or some actual defective issue, would also make sure to check the drivers for it consider that it could be a driver issue making the card not fully function or render things like its supposed to idk, but as you said see what the EVGA forum says, i'd be interested to know what you figure out, so post any updates on what you figure out.
  19. outwardpanicjoe

    Band of brothers Missions

    i got ride of cup real quick
  20. BlackSomethingDown

    RHS Escalation (AFRF and USAF)

    57-N-231 and 7N23 are distinct GAU/GRAU indices respectively, nothing will have more than one index, it wouldn't make sense then would it? Yes, 57-N-231(89) is late model 57-N-231 with PS core. 7N23 is BP core.
  21. Kuljack

    Plan swap :)

    I had the Fallknaven knife blue print in a purple military crate and the blue rare crate. Purposely obtained it from blue crates, to see what the purple would replace it with and it popped the HBAR plans! I am excited to snag that. Just have to wait for a boost or get this threat kill. I still haven’t seen one in three days.
  22. Reid236

    RHS Escalation (AFRF and USAF)

    LOL they are also using the fallujah map 😂
  23. kilo-bravo

    RHS Escalation (AFRF and USAF)

    US army 4 infantry division using ARMA 3 and RHS for training https://www.army.mil/article/228190?dmd So does that make RHS Milspec?
  24. froggyluv

    JBOY Point Blank Melee

    hahaha! nice -i love it 😄
  25. Sure. Now, basic script/trigger should work also. So, the next step is to understand how many effectively indep/opfor units are remaining when you are supposed to win. Perhaps are you using some modules/logics/headquarters/hidden units which are sided and counted as remaining units. Test that in console - watch lines: {side _x in [EAST,INDEPENDENT]} count allUnits If not zero when you are supposed to win, that's an explanation. For further help, upload/publish your scenario.
  26. I think I have put a bandaid on this by putting in the mission init DISABLEAI "TARGET" for my squad leader and same for "AUTOTARGET" which might not have accomplished anything, but I figure he'll maybe stop wanting to attack. Then I changed the GET IN waypoint to Careless and Force Hold fire. I didn't want to do that because I didn't want the radio chatter to reflect it, but I just put enableRadio false in the mission init. I also had to move the car a bit because it was close to a couple of structures which seemed not to jive with the squad AI. This seems to work somewhat consistently.
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