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K.Hunter

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Everything posted by K.Hunter

  1. Alright I've been meaning to say this but I keep forgetting. It's perhaps kind of a big request (I have no idea what it requires really), but can we get arm patches (squad xml logo on arm) on the units that are missing them? It's a shame BIS left most models with this feature lacking, especially for OA. That being said, many OA vehicles don't have the logo either... This is one of the great features of Arma, especially to those that play as a unit with their own original logo. It would be awesome to finally have it on all (or at least most) units and vehicles.
  2. K.Hunter

    ACRE2 Stable Release

    I'm going to swoop right in here to ask a question. It might sound a bit stupid because I don't even play Arma 3 and what I'm about to ask might already be in ACRE2, but I run an Arma 2 unit and we will be switching to A3 soon enough, so I'd rather ask now. So the question is: is there a way to force the speakers on TS3 to mute when someone dies? So if a teammate is dead, he can't hear his mates talking near his dead body. I don't think this is possible with ACRE1 anyway, but perhaps with ACRE2? If it's not there yet, then consider this as a kind and very hopeful request for the future! :)
  3. A config class switch matrix, if I understand it right, is not going to work with modded buildings unless you add them as well. I'm not the most experienced person here, but just throwing it out there. How about using boundingbox on the house to see if they're on the roof, if the line intersect method is unfeasible?
  4. I agree this is great. Especially if you get a bunch of AI to occupy a house, this should be awesome.
  5. Yep that definitely fixes the problem in Fallujah! "Normal" speeds are achievable again in the right places when CorePatch_CCP_67951_OA is removed. But off-road speed becomes fast again. Here's a better explanation. With the patch: road > dirt road > runway > off-road > taxiway (with taxiway speed becoming unbearable) Without the patch: road > runway > off-road > taxiway > dirt road but if that can't be fixed without breaking the functionality again, I'd happily accept the case without the patch over the other. CorePatch_CCP_67951_OA doesn't include a file for Clafghan, and removing it doesn't make any difference. Perhaps it was always like that...
  6. Are you guys going to make any changes to the driving speed on different terrains? Don't get me wrong, I'm not one of those people that are whining to get it back to the way it was. But there are some problems with it, really big problems! Now, I don't know if this was mentioned at all before, but some of the favorite community-made maps no longer have their runways and taxiways working properly since the previous core-patch. Haven't tested this in beta currently and I can't unfortunately because I'm running a server on my PC. But let me explain in case you don't know about it. For example, Clafghan's runway and taxiway behave prettymuch like a dirt-road now. You get about the same speed driving on it compared to a dirt-road. On the other hand, Fallujah is completely broken! The runway stops you from going above a certain speed, it cuts your speed with a kind of "hiccup" while speeding up. The taxiway in Fallujah is even worse. It behaves like a rocky mountain. It's the slowest terrain I've ever driven on in Arma, so I'm not sure what to compare it with... You can literally run faster on it than driving with some vehicles. I don't know the first thing about map making and I don't know if this is because of "poor design" or whatever, but they used to work fine before the patch. The situation especially in Fallujah is extremely annoying for people that play on the map frequently and use the airbase there...
  7. When I said "still" I meant still broken in the current stable version. Sorry for the confusion. Does this mean the fix will be available in stable when this patch is finalised?
  8. The front machineguns on cars that have them (such as the HMMWV SOV, BAF Jackal) still haven't got their angles fixed. The angles became too narrow with the earlier corepatch and it was said that they would be fixed. We use a lot of light vehicles in our gameplay and the front guns are practically useless at the moment. Please fix them soon.
  9. Battlefield Assistance and Deployment Private Military Company, or B.A.D. PMC, is best described as a milsim unit. We are a mature group that simulates a western PMC with established principles. Our focus is to create an atmosphere in-game which is as believable and immersive as possible, not to mention challenging to the fullest extent, through the use of numerous custom scripts and community addons. To top it off, we lock ourselves in 1st person view and disallow the use of HUD-enhancing mods such as "st_hud". For us, true milsim requires you to feel the "game" first. Joining us does not require you to have any special skills or prior experience, as long as you're willing to learn and be patient; however we value greatly people who have served in the armed forces. Upon joining us, you will receive training from people with real life military experience and you will get to conduct operations on perhaps the most challenging and realistic ACE server out there. Our standard rifleman training is a comprehensive process that takes 20 hours to complete. It teaches you diverse combat skills in a variety of environments. After you finish your training and specialise in a chosen role, you are able to take on further qualifications training, which allows you to also specialise in any aspect of combined operations warfare. Our private Realism server runs a heavily modified Patrol Ops mission with ACE&ACRE, turned into a persistent campaign in Fallujah (soon to be ported to Clafghan too) and our mod packs include new vehicles and gameplay tweaks from the community, as well as our own scripts for added realism and a brutally smart AI for the extra challenge. We also use Combat Medical System (CMS) on our server, the mod that gave birth to ACE3's advanced medical system later on, to simulate further logistics and add that extra challenge in gameplay. Having such a server gives us the advantage of being able to have an event-level experience on demand, as long as enough members and officers are online at any given time. This allows us to bend the notion of pre-determined operation times, yet we also conduct organised event missions on occasion. We also have joint operations with other milsim units, or PvP matches. We are an international community with members from all over the world. Our standard timezone is GMT+0. What we offer - Every recruit specializes in a squad-level role after completing rifleman training. - We offer "certifications" to display achievements and specialize in other aspects of gameplay such as mortar usage, sniping, piloting etc. Obtaining these involves further training and the roles you can pick in-game are limited by your certifications. - We are standing by to open dedicated pilot roles for the unit upon demand. - No minimum activity requirements (except during recruitment stage). CONTACT US B.A.D. PMC is a part of Bad Company Gaming Community. Click here to read more about B.A.D. PMC and our Realism server. or visit the homepage of Bad Company here http://www.badcompanypmc.com Sgt. K.Hunter B.A.D. PMC Operations Dept. Section 1, Bravo Team Leader
  10. OP updated. We want to let you know that we're always looking for new recruits. But we're also looking for capable instructors to join us. If you have spent time in a milsim community, especially as an instructor, and are willing to "work" for us, please contact me through our website or through Steam.
  11. K.Hunter

    A2/A2:OA Patch 18.12.2015

    Any chance of BIS making it happen then? Or is A2 now considered to be completely obsolete?
  12. K.Hunter

    A2/A2:OA Patch 18.12.2015

    Shame because it's one of the highest voted tickets on the CIT and it's existence would really allow things to be done which have no alternative (unless you go into configs) as far as I know. Anyway keep up the good work guys!
  13. K.Hunter

    A2/A2:OA Patch 18.12.2015

    I have something to ask. Is it just me or did you guys change the aiming angles of the front machineguns on the HMMWV SOV and Land Rover? I haven't spent that much time using them before so I can't be sure but it seems like they now have a very limited angle and they're not too useful. And something completely unrelated: any chance we can get this done? http://dev.withsix.com/issues/2962 :)
  14. K.Hunter

    A2/A2:OA Patch 18.12.2015

    Judging by all of these replies, I guess it will all come down to whether BI is willing to go down the path of EA Games, or instead continue to produce great games for their base community, which doesn't comprise of players of DayZ or Overpoch or any of that, in case anyone's wondering... Anyway it would be nice to get a reply on my previous post. Quoting myself here:
  15. K.Hunter

    A2/A2:OA Patch 18.12.2015

    It's good to see that this game is still being worked on. Your efforts are appreciated guys! How about you also take a look at this very neat feature in ACE that was broken a long time ago due to game patches (according to ACE devs, there was nothing they could do and it was a game-related issue) https://dev.withsix.com/issues/71664
  16. K.Hunter

    A2/A2:OA Patch 18.12.2015

    +1 This is actually a great idea
  17. K.Hunter

    A2/A2:OA Patch 18.12.2015

    I admit I didn't do a search within the thread. It's really late here... but why did you have to change classnames? It's obvious that it would cause big problems with many mods, and it's not like anyone's going to fix mods that have released their final versions years ago...
  18. Hello everyone, I'm having a bit of a problem with a script I'm working on. I won't get into detail and make the thread too wordy unless someone asks for more info, because I know where the problem is. I can't say I'm new to scripting but I'm certainly not an experienced one either. Long story short, the problem only happens in multiplayer. The script is executed on only one client and it needs to set the velocity of another guy's vehicle. Unfortunately the command "setVelocity" only takes local arguments, apparently... I've thought about different possibilities about the script and I think the safest solution is to get all clients on the server (and also the server itself) to execute a piece of code with the setvelocity command, and make sure the same thing happens on everyone's little world. The problem is I don't know how to get a script running on only one client to force everyone to do this. Do I have to use a "public variable eventhandler"? I've never used that and not sure how exactly it works. EDIT: sorry I accidentally chose the "ADDONS" section on the forum... Should have been missions...
  19. Any chance this works with Arma 2 OA? EDIT: I see the function used in the script is only for Arma 3 so I didn't even try it. But does anyone know of a similar script for A2?
  20. Oh my god... :smiley-blunder: It's finally happening!!!!!!!!!!!!!!!!!!! ARMA 3 HERE I COME!!!!!!!!!!!!!!!!!
  21. Squad name: Battlefield Assistance & Deployment Private Military Company [b.A.D. PMC] Timezone/location : GMT, International Gamemode preference: mostly COOP (with ACE/ACRE), and on occasion PvP for some special events Contact email: PM me on our website or here Website address:Link to our unit's information pages Short description: B.A.D. PMC is best described as a milsim unit. Both our operational and managerial structure is similar to any army milsim unit. We focus all our efforts in creating an atmosphere in-game that is as believable and immersive as possible for a true simulation experience. In order to achieve the friendly but serious environment, we are strictly formed up of mature members. Our Realism server runs a persistent campaign mission and this is where we have most of our operations. This also allows us to overcome the notion of "predetermined operation times", since we can join the server whenever enough members are online, and sometimes only for logistics work even. Our special events involve custom missions and joint ops with other milsim units. For more information, please read our advertisement post on BIS forums: https://forums.bistudio.com/topic/183025-bad-pmc-recruiting-aceacrecms/ Language: English
  22. K.Hunter

    EOD Mod

    I couldn't even get IEDs to work. And all the videos have now been removed, so my only guide was Swiss Maverick's video... I think this mod is broken, or at least completely outdated now
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