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Everything posted by frontschwein
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frontschwein replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, Thanks for the Update. But the Ambient Unit Spawnrestriction seems not to work. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frontschwein replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, is it possible to save set zones into the mission sqm so they stay beyond server restart? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frontschwein replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there no way to stop civillians spawn in certain areas? -
Hey, i really would like to increase this, can someone tell me where the script for saving vehicles can be found? Thanks...
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
frontschwein replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, i love the MCC civillian system but i desperately looking for an way to exclude certain areas like the own base ect... can anyone help me with that? -
Hey, wondering how i can restrict the vehicles player can spawn at the vehicle station. Already defines WEST vehiclepool in the sen_unitpools.sqf but there are still all vehicles free to spawn.
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Hey, we just did a test round on your mission and i have to say very nice scripting. Only thing missing is an safesystem wich allows to safe progress beyond server restart, with this it would be perfect. Any chance some kind of savefile like Liberation map using is planned?
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Hey Z, is there an estimate time for secondary objectives v2?
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Its a COOP mission. i guess there is no system at all wich would make it possible for 1 player allone to capture zones bigger then radio towers. If you play with Ace basic medical system instead it would be little easier i guess... There is an save/load button build in the arsenal by default. Just download, extract it with PBO manager and place all the ace modules you want...
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Alright i guess that went by unnoticed. Thanks.
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Hey Z, will there be a version without LHD mod at release?
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You could use this as a start and modify it to your own satisfaction http://www.file-upload.net/download-10979800/classnames.sqf.html. Its modified for @rhs_usf3 and @rhs_afrf3. We are using @ASR_AI3 on our dedicated server and i have to say sometimes im pretty impressed by the tactics enemy AI is using...
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Yo skeckbg, you know there is a search wich is pretty easy to use... Posted by zbug on 10 October 2015 - 11:50 in ARMA 3 - USER MISSIONS There's the roadmap here, it's still actual, even though I've been delaying the commander mode for fixes and polishing over the last 2-3 weeks. I'd rather improve what you're already playing before putting a lot of time into new long term features ;) The mission will never become fully PvP at it would be going against references like BECTI, I'd rather work to fill a "feature void" (as there's no other CTI/COOP to speak of, Invade & Annex being the closest other option) than go against something that's already well established and well done. However there's the idea of having only a few opfor player slots to challenge the blufor players in new ways. This is still being discussed but it might come one day. Other than that it's planned to port the mission to every map that's large enough ;)
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It would be nice to have an option to limit the overall view distance directly on the server. EUTW servers got this restriction and running on marvelous fps...
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Use high ground for recon, take advantage of drones, long range heatseeking at weapons and ai controlled air support... Disable FAR Revive and use Ace basic medical system instead...
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Nah we r good with this version until everything running smooth with the new ones. Just wanted to let you know what happend. Like i said events had most likely nothing to do with the recent sector spawn problems...
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Sorry didnt thought of that...already overwritten by the new log :( btw we r still playing 0.88a maybe i should have told this.
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Z, i experienced some kind of this called "sector activation bug" but i guess in our case it had a other reason. So my provider decided to wipe and reinstall our server wich lead to total savegame loss. In order to rebuild our progress i used massivly zeus. So i spawn myshelf all kinds of nice things (mostly ah64 longbows) and startet capping the hole eastern island. After a while i noticed sectors took longer to spawn units and eventually no more units would spawn so i could not continue capping zones. Waitet like 10 minutes in one zone (at this moment the only active one) but nothig happend... after server restart everything was back to normal. So maybe this "bug" is just an performance problem in more advanced savegames wich apparently causes huge server loads?
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Aye...forgot about the public servers :unsure:
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We r using Ace3 since Liberation 0.88 without any problems at all. Just disable far revive in the mission parameters and set all ace modules you want. Same for rhs and other unit/weapon mods. Btw Z is it possible to save map markers in the savegame or are those not fetchable?
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Well of course it would be good if this option comes with a price...nice of you to add it on your roadmap anyway :) Just feels wierd and breaks little the immersion to "teleport" to the mobile respawn truck...thought that parajump would add little something to the respawn process in therms of realism.
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Hey Z, would love a deployment option parachuting from a plane or helo above squadmember/leader instead of instant spawn on them.
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Hey, i had the same problem. Can be solved by presetting your params in fetch_params.sqf like this. if ( isMultiplayer ) then { GRLIB_difficulty_modifier = 1; GRLIB_time_factor = 1; GRLIB_resources_multiplier = 1; GRLIB_fatigue = 1; GRLIB_revive = 0; GRLIB_introduction = 0; GRLIB_deployment_cinematic = 0; GRLIB_build_first_fob = 0; GRLIB_param_wipe_savegame_1 = 0; GRLIB_param_wipe_savegame_2 = 0; } else { GRLIB_difficulty_modifier = 1; GRLIB_time_factor = 1; GRLIB_resources_multiplier = 1; GRLIB_fatigue = 1; GRLIB_revive = 0; GRLIB_introduction = 0; GRLIB_deployment_cinematic = 0; GRLIB_build_first_fob = 0; GRLIB_param_wipe_savegame_1 = 0; GRLIB_param_wipe_savegame_2 = 0; }; Hope this works for you. BTW Zbug is there a way to increase the despawn time for opfor units after leaving the sector? Sometimes if the hole squad get wasted and everyone is leaving the circle to respawn the sector getting reset and respawned very fast...
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Getting closer to 1.0... cant wait :P
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Hey, some time ago someone with the same problem posted his RPT here with this error: House 4f95d600# 1813810: lhd_1.p3d (from) not found in the operative map. Would like to know if anyone found a solution for that. Got this error every second in my rpt log...
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