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constance68w

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Everything posted by constance68w

  1. 3CB BAF Weapons

    Hello! I was wondering if I would be able/allowed to utilize the static weapons from this mod? I'm looking at pulling the static pbo out (changing nothing in the credits so it all references the parent mod still) so that our community can utilize the vastly superior crew served systems in this mod. Looking forward to hearing back!
  2. JBAD Release Thread

    @m1lkm8n - My group is wanting to use Lythium and notes this as a requirement. However, I see in a few posts that the JBAD assets are included in CUP, is this correct? Furthermore, will Lythium run with ONLY CUP? Or do we need JBAD as well? I ask because I'd rather not add on additional mods with duplicate content.
  3. [MP][CTI-COOP] Liberation (continued)

    in the whitelist.sqf. I've come to the conclusion that i have a dynamic Steam64 ID.. It's changed 4 times since this morning. Changed it to the most current one and it works. Also - We had to manually fire the whitelist.sqf instead of allowing the init client to enforce the whitelist. Otherwise it wouldn't work.
  4. [MP][CTI-COOP] Liberation (continued)

    @Wyqer What am I doing wrong? I'm still getting errors..
  5. [MP][CTI-COOP] Liberation (continued)

    @Wyqer Would it be possible to have BluFor/OpFor/IndFor all fighting for sectors on the map? Only BluFor would be played controlled, I feel like that would add another layer of tension. ---- Did you try that Player ID whitelist? I did and nobody could use the Production Settings menu anymore.. Perhaps I messed something up. Which ID are you to use? Steam ID? ---- I'm getting a weird issue on Huron Repair/Ammo/Fuel crates.. When I attempt to recycle them it shows "Scalar None" or something like that and refuses to recycle them. ---- Also, can Zeus be locked to Admin only? Is there a way to disable pinging?
  6. [MP][CTI-COOP] Liberation (continued)

    Is there a way to allow only a select number of members access to this? I have slots named "Field Specialist", "Commanding Officer", and "Executive Officer" I'd like to add those as well as a few others as having only the Admin access to it is really annoying when you're trying to coordinate large scale resource pickups.
  7. [MP][CTI-COOP] Liberation (continued)

    Is there anyway to change how many air vehicles are unlocked per building placed? I've combed through it for awhile now, but can't work out how to do it.
  8. [MP][CTI-COOP] Liberation (continued)

    For my group and on my personal playtime, it'd be incredibly useful to paradrop cargo that's loaded. The ACE system is nice and all , but 1min of loading per crate and 15-30 to actually get the "Paradrop" timer to expire.. I lied, I hate it. *For a realism mod, it takes way too long to even be halfway viable as an option during a combat scenario. **You've missed your DZ by over 500m and you've got to do that however many more times for the rest of your crates. One fell swoop would enabled the Blackfish or C130, even Hurons and Chinooks to do one pass and make delivery of supplies to FOBs quicker and add another avenue for them to be delivered, obviously. @DruidicRifleman - There's a mod/script out there that enables this for all Dynamic Loadout vehicles in the meantime. See this link -> There was another one or two out there, but I found this just now.
  9. [MP][CTI-COOP] Liberation (continued)

    Anyway to Paradrop the Resource crates from say the Huron via this load/push/store script?
  10. Released![MP][WarFighter] Liberation

    I'm open to working on the team, definitely. I'm also using this for my own community of >100, private use, not to be redistributed or published outside of it.
  11. Released![MP][WarFighter] Liberation

    Is it only on Ilthyium? Would you have any issues with it being ported to other maps? And can it be done so in the traditional way of porting Liberation?
  12. [MP][CTI-COOP] Liberation (beta)

    @diesel tech jc Go into Classnames_extension.sqf and classnames.sqf and do the conversion, just replace everything CSAT with whatever else you want. But be careful you don't misspell anything, miss a comma, or a quotation mark or the mission will go FUBAR.
  13. [MP][CTI-COOP] Liberation (beta)

    That's great news and thank you for the answer! I'm sure everyone will appreciate the surprises I have in store for them.. THANKS AGAIN!!
  14. [MP][CTI-COOP] Liberation (beta)

    @T.Fork - Whatever happened during my latest batch of edits seems to have fixed it.. Unlockable vehicles and spawn lists/build lists are now working as intended. So, I can chalk up a finished Custom Tanoa Liberation. Another question I have for everyone here.. I've seen some posts and some "I think it'll work" answers, but I want to be sure as my group (40< players) has been running this campaign during our twice a week events and I would HATE to try and make the mission more exciting with more content on the field... and end up ruining it.. So, my question.. Can I edit the Classnames_extension.sqf to ADD different Infantry/Vehicles to the campaign without breaking it? OR.. Will those changes only become active on a fresh save?
  15. [MP][CTI-COOP] Liberation (beta)

    @Applejakerie - So, we've completely wiped our save, made double sure of it and we've lost all progress.. We did this because we wanted to get Elite Vehicles spawning on bases and to get our "refreshed" and "updated" build menu.. Alas, no changes to the build menu and no elite vehicle unlock areas... If anybody can crack this, let me know.. We're all pretty salty we erased a few days worth of progress for no gain.. **EDIT** After making changes to the Build Menus for Light/Heavy/Air Vehicles, Buildings, and Supports.. The changes haven't shown up after restarting the mission and wiping the progress 3 times, even deleting and reuploading the mission.. Would changing --> GRLIB_save_key = "GREUH_LIBERATION_SAVEGAME_TANOA"; // Change this value if you want different savegames on different maps or as different sides. <-- make a difference?
  16. [MP][CTI-COOP] Liberation (beta)

    @Applejakerie - How can I give the enemy AI static weapons to use against us? My logic tells me that I should add them to "defense vehicle" list as I don't see any static lists for the opfor units. I'm not home yet or I'd try, but before I get too excited, I wanted to ask.
  17. [MP][CTI-COOP] Liberation (beta)

    I should have clarified on "Not working"... So, I've added the vehicles like above... However, no bases come up with a marker letting us know that it holds a vehicle to be unlocked... Therefore the vehicles are available to be built from the start. I've done the overrides per classname_extension and fixed all my syntax errors and the mission is now starting, so we're going to go see if we got the AOs spawning the proper enemies..
  18. [MP][CTI-COOP] Liberation (beta)

    Hey, everyone. I know it's been posted and I've followed it to the letter, but for some reason I just can't get it to work.. We're trying to get a custom unlockable "elite vehicle" list... Here it is.. //Elite vehicles that should be unlocked through military base capture, use this for vanilla vehicles as well. This list is the only reference in this version. elite_vehicles_extension = [ "rhsusf_m1a1aimwd_usarmy", //M1A1_Abrams "rhsusf_m1a2sep1tuskiiwd_usarmy", //M1A2_TUSK_II "rhsusf_m109_usarmy", //M109A6_Paladin "B_T_MBT_01_mlrs_F", //M5_Sandstorm_MLRS "RHS_AH1Z_wd", //AH1Z_Cobra "RHS_A10_AT", //A-10_Thunderbolt "FIR_F16C" //F16_Fighting_Falcon ]; Here's the classnames.sqf part that correlates to these.. if ( isNil "elite_vehicles_extension" ) then { elite_vehicles_extension = [] }; elite_vehicles = [] + elite_vehicles_extension + []; What am I missing? Have I done something wrong? ------------------------- Also, if I wanted to add more units/vehicles to the lists of what can spawn... (Modded mixed with Vanilla content) Would we edit the Classnames.sqf or just Classname_Extension? Whilst editing Classnames/Classname_Extension... I've broken the mission... Relocation on spawn does work, no menu at death, etc.. Broken and dead. I'd really appreciate the help if anyone is willing to offer it!
  19. BMR Insurgency

    @Jigsor.. objective_objs = ["Land_TTowerBig_1_F","Land_BagBunker_Tower_F","kyo_MH47E_Wreck2","Land_HighVoltageTower_F","ATMine","rhs_zsu234_aa","RoadCone_F","RoadCone_F","Land_Sign_WarningUnexplodedAmmo_F","Land_Cargo_HQ_V3_F"];publicVariable "objective_objs"; Just changed out where it says ATMine to any desired mine in the game, changes and arms them appropriately for the objective.. Makes things a little easier and doesn't have bounding mines spawning under buildings for a BIG surprise! :) I've fixed the issue by switching from a init_player.sqf additions for actions to adding actions via Unit/Object Init fields, Have 100% functionality at this time.. Disabling intro seems to have no detrimental effect so far, everybody's FPS stays happy at mission start. Don't know about that.. Seems to be the AGM Explosives way for now.. I really hope that changes.. Can't wait to put ACE 3 into this mission, though ;) Also.. ---------- To all: I've been working on making my own scripts and tools for automation of generating grid zone markers and EOS call lines. I've nearly got it all completed and working very well. What does this mean? This means instead of days or weeks and lots of tendinitis to complete a new map port to our favorite maps, it can be done in a relatively short time. Maybe an hour or less. It can evaluate the map for enterable buildings and plot zones over the structures for building and patrol infantry. Also does plotting for light and heavy vehicles on roads near other markers. Maybe can do choppers but haven't started that yet. It Does marker pairing passed to EOS call lines for makers next to each other that share similar properties in suitable spawning positions to reduce triggers in EOS. It's Also helpful in determining suitability of the Island for this mission type. My tools hinge largley on "mapSize" being defined in Island config and map overlay grids sized in 50x50 to even run the evaluation. I've tested this with Altis and Kunduz so far and its awesome. Ports planed for very near future release are Altis Kunduz and SMD Sahrani. Taking suggestions for Maps as I want to release all together to avoid having to do to many updates just to add new island ports. No feed back on Fata port? Well, no news is good news I guess. ------- Need any help there, Jig? I'd be more than happy to test on my server or lend some assistance with mission editing, if needed. I've put more than my fair share into a version of insurgency, twisting and poking at it until I've become completely satisfied.. Let me know!
  20. BMR Insurgency

    @Jigsor, I have found a way to change the mines in the minefield, I remember asking you about that awhile back. Let me know if you want the specifics. Having some issues with the latest ARMA 3 update now putting all the addactions from the init_player.sqf to every player at mission start, However I DID remove the intro and replace it with a sleep "amount of time" to counter it as the intro lagged some of my players and became an inconvenience during testing. Helicopter Extraction has been handed to two players and it does get a little wonky, worked once and never again. Appears only the original CAS Leader can call it and use it, haven't been able to fix that.. at all, and just am not motivated. Rewards for destroying Caches and Armored Threats still don't hand themselves out, but that's no big deal.
  21. BMR Insurgency

    Hey, Jigsor. I've been looking to mix up the Minefield task. Are we able to change the APERS Bounding Mines to say... AT Mines? Civilians are hitting mines and auto failing the mission. We changed to AT mines, but now the mission auto completes?
  22. BMR Insurgency

    I've gone in and edited the whole thing to work with BTK, but still no luck. I'll drop that fix in and test on the side until I can get it to work. Thanks for providing that for me, much appreciated! Is it because we ARE NOT using the Mohawk as the MHQ_3?
  23. BMR Insurgency

    Version .99, I have yet to move all of my updates to the newest version as I just finished working on this one. Is it vehicle specific? I've gone in and changed BTK to allow our current MHQ_3 to be able to load but still no dice. Is there any way to convert to using the BTC Lift?
  24. BMR Insurgency

    Having issues with the Supply Delivery objective, Doesn't start, Lifting with BTC and loading with BTK doesn't seem to have any bearing or effect on the box. Dropping it in the area is also a moot point since there are triggers the delivery.sqf is waiting for that just don't happen. Any word on this, Jigsor? If not, I'm looking to remove it, so the players can continue with missions.
  25. There is no way to "completely" remove the Thermal Imaging from the vehicles since some have the PiP screen with a Thermal readout, You can only get rid of that by "crippling it" and throwing errors like Greenfist has said. Until BIS decides should have an effect on those screens.. We wait.
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