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rod6er

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About rod6er

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    Private First Class
  1. Is anybody experiencing dedicated server crashes with the AC130 beta and other mod such as RHS/ACE?
  2. Is there a bug with the new ace release where jipping players have a horrible FPS drop? It seems that since we updated ace in our group, anyone who JIPs into the mission (even if its at map screen) has his fps capped to 5 at the map screen and half his normal fps in-game..
  3. Providing multiple methods of delivery is always better to make sure your product gets out there, but it's up to the mission maker. Having the mission on steam workshop doesn't mean it cant have a direct download method. Also, agreed on the armaholic comment, our group and most people I play arma with don't use it anymore, when possible.
  4. rod6er

    Arma3 Videos

    Here is a recent mission that we played with the group, on Stratis, using mods such as RHS, BAF and Ace.
  5. Our group is really loving ACE3 and the new features, but one thing eludes me. What is the status on the laser locking for bombs such as the GBUs on the vanilla A10? We mostly play with RHS units, but I recently found out that I couldn't lock on to laser targets with the GBUs in the RHS A10. However, I could lock on with the ATGMs. Figuring I'd eliminate mod conflicts, I tried with only the basics; ACE3 and CBA. I can access some kind of viewport with the TAB key while a laser is active, it shows me the point of impact of the laser and the targetting vector. However, no lock on with the bombs. Even when flying the (almost) exact vector from laser designator to target, I could either guess the time to drop the bomb perfectly, or make it fall short or go over the target and land further away. Reading http://ace3mod.com/wiki/user/information-center.html#1-2-issues, I can see that it is a feature? But then I found in this thread that you are still working on a "HUD framework and things like laser spot tracking". Does this mean that we will eventually be able to lock on to laser designated targets like vehicle target locks, or that the system is complete and there are no plans to make a lock on system similar to vanilla? I know that in Arma 2 ACE had a CCIP system, which will be amazing if you eventually bring it to Arma 3. Although maybe I do not understand how the GBU targetting works in ACE3? A little more documentation on the system could be welcome if that is the case, because I can't find anything to help me work it out. Thanks for the hard work and please continue kicking ass!
  6. rod6er

    ASR AI 3

    Great job armaholic, no mention of it being 1.43+ on the download page.
  7. rod6er

    RHS Escalation (AFRF and USAF)

    Is anybody else reporting that Play With Six pushed the RHS Beta 0.3.5.1 to people subscribed to RHS:Escalation? The people using PWS in our group are now on the beta and it's causing tons of errors such as floating humvees with weapons that do not fire, etc.
  8. That is actually very helpful. I'll start to dig into the modules_f.pbo tomorrow and see what I can dig up!
  9. Thanks for the reply, I'll have a look at your script. There really is 0 documentation about the sites modules, it's a shame because they are powerful editor tools which can be used by newbs and advanced mission makers but as soon as your not playing with vanilla stuff then it's pretty much useless. And yeah I've got all the documentation for our mods so I got all the classnames and stuff at my disposal.
  10. rod6er

    Loadout script not working

    Try something like this. It's what we use and it's very robust. _class = typeOf _this; comment "Remove existing items"; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; switch _class do { case "O_Soldier_TL_F": { comment "Team Lead"; comment "Add containers"; _this forceAddUniform "MNP_CombatUniform_RU_Med_DB"; for "_i" from 1 to 2 do {_this addItemToUniform "AGM_Bandage";}; _this addItemToUniform "AGM_MapTools"; _this addItemToUniform "AGM_Epipen"; for "_i" from 1 to 3 do {_this addItemToUniform "hlc_30Rnd_545x39_EP_AK";}; _this addVest "MNP_Vest_RU_D2"; _this addItemToVest "AGM_Morphine"; for "_i" from 1 to 2 do {_this addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_this addItemToVest "SmokeShellred";}; _this addItemToVest "AGM_Bandage"; for "_i" from 1 to 8 do {_this addItemToVest "hlc_30Rnd_545x39_EP_AK";}; _this addHeadgear "MNP_MilCap_RU_D"; comment "Add weapons"; _this addWeapon "hlc_rifle_ak12"; comment "Add items"; _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "tf_microdagr"; _this linkItem "tf_fadak"; _this linkItem "ItemGPS"; _this linkItem "AGM_Vector"; }; }; For every class you want to customize. We run full custom gear as you can see from the classnames so we switch every player/ai with a command like: _somegearplease = player execVM "class.sqf"; for players, executed in onplayerrespawn.sqf because of our JiP settings { if (side _x == east) then { _x execVM "aiGear.sqf"; }; } forEach allUnits; for (opfor) ai, executed in initserver.sqf This works perfectly in a listen or dedicated environment.
  11. I've been searching all over the web and I cannot find much information on the sites modules. Even advanced mission makers and scripters who help me from time to time either not use them or don't know much about them. Nothing on the BIS wiki either. Is there any way to call them with commands? Have better controls over their parameters, ie factions (for addons), type of classes spawned, etc. Ideally I'd like to be able to call them by scripts to get more control over their initialization but I'm not even sure this is possible. This is quite sad because they are a very simple and powerful way of populating areas without scripting for hours to get people in the exact positions you want, and they bring in a certain randomization too. My group also plays with a lot of addons and even though we have scripts to switch classes equipment and gear at the start of missions it'd be rather infurating to have to make loadout switches for every possible classes in the game because you never know what that will spawn. Thanks for any information!
  12. rod6er

    RHS Escalation (AFRF and USAF)

    Hello, First of all this is an amazing mods. We use it on our weekly ops, the quality and finish in general is superb. I've been using the M1A2s recently and came upon a ranging error, when trying to range targets. The function works, intermittently, I do know you need to range over 400m for it to work too. The problem is that it throws a scripting error when trying to range. I managed to take a screenshot of the error message that popped up because of the -showscripterrors startup parameter: RHS_lead_m1.sqf line 18. http://steamcommunity.com/id/weedlord_bonerhitler/screenshot/540766501016804767 Hope this helps. Thanks for everything.
  13. Sure, UAVs are cool as hell. It'd have to have a lot of content though to sell well.
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