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Everything posted by chronicledude

  1. chronicledude

    JSRS3: DragonFyre

    Gets my vote +1
  2. Is there a quick way to check how much is left in the reinforcment pool? Somtimes after the commander have gotten more units i get a popup says 980/1000 left is there a way to see this whenever i want? PS: It now works with vanilla and RHS! Thank you!:yay::bounce3:
  3. Yeah this is what i want, will try to recreate that exact setup just to see if i might have missed somthing! Thank you. will let you know what happens :P
  4. chronicledude

    Blastcore: Phoenix 2

    Oh man thanks for that made me turn more than five pages back! Shit hope he gets out from under all this.
  5. Anyone have a working mission where they have 3 AI commanders on field? One occupying one invasion and one assymetric? With a working reinforcement i simply can not get it to work.
  6. SpyderBlack723 Thank you! Gonna try to figure out the code option.
  7. Hey. Is it possible to let the assymetric commander get his hands on some vehicles? Might just be me that cant figure out how to give him access to it, the other commanders i just give them in the placement module. But this guy dont spawn any at all. I know he is supposed to be insurgentish, but he need's some car's and apc's. Did a quick search (almost 3am here so i might have missed it) in the post, but didn't find anything about it.
  8. chronicledude

    Blastcore: Phoenix 2

    Where did he post this?
  9. When you run out of bad guys to shoot, you call it a day take out a beer and kick back and wait for the next war.
  10. You can tell where they are by taking a look there, if you dont want to go look after the ai you can use the TRACE system on the CQB module, that might give you a hint on where they are? Not sure how to do it better. When we play we have people moving around to check and observer. About the code thing i cant help with that. ChroincleDude.
  11. Ok so i spent the day working this, and i think i have figured it out, correct me if im way out there. (This is all with mods so this might be related to something else entirely) But from what i see with my testing on diffrent maps From Stratis, altis, chernarus and SMD Sharani. It look's like my problem with the no respawn is connected with a third AI commander. Example: RHS Us, RHS Rus and a thrid as insurgents (Tested with PG_Services and RHS Insurgents). When i add the third (asymmetric) commander and give him a area to controll or work out from, the rest stops reciving reinforcement's. When i remove him (the 3rd commander) everything starts working again. Again this is with multiple mods active not just alive and vanilla so this could be anything really. My mod list: So for now i will go back to only two commander on field that way it works, please if anyone else have the same issue and got it to work let me know? o7 ChroniceDude.
  12. This ^ That is what i thought, seense it spawns in and works with everything else it should be working :P Oh well il keep trying. ChronicleDude
  13. ALIVE is still great, just came back after an extended brake from arma and mission making, so i decided to see whats what with ALIVE, made a mission and everything seems to run smooth until i leave it on over night. When i came back i see there is almost no forces left on both sides. What i found out after some testing was that the Military Logistics modul wont work with RHS (rhs_faction_usarmy_wd), whenever i run the test script nothing happens. When i run the script with BLU_F i get new units from the skies :D! So all i change is the force faction from RHS to Vanilla and i get units? Test script Any clues anyone? I really hope to keep playing with RHS vanilla can't even come close. Any answers is really appreciated ;) ChronicleDude.
  14. Sorry for the late reply! Works like a charm now! Thank you :)
  15. Did a test on my dedi today just to check out the server preformance module, and war room. But when i checked warroom i only had a white page. What i did, placed down all the alive modules like i have on all missions then checked that the module was active (server preformance). I have the newest update of alive, alive server and cba. Still just the white page with all the descriptions under it. i get the loading bar but no graph. But when i was working with it i remmebered reading somwhere that i had to have two or more players for it to be active? Is this correct?
  16. chronicledude

    ASR AI 3

    If anyone is really good at the ASR configuring maby somone can make a video tutorial? My AI is ok to fight but i really wish i knew 100% of what i was doing in that config file :P
  17. People that dont like the splash screen and what else i got pro tip! Close your eyes all the way pass the loading screen and until you join a server! To the alive team keep up the good work!;)
  18. chronicledude

    JSRS3: DragonFyre

    Disable all mods, if that wont work reinstall the game. That will fix it.
  19. It means that you have to many objective for the OPCOM. are you running this on a dedicated server or on a local? What you can do either way is go into the editor and click on the diffrent objective modules that you have placed, then set the filtering to ignore small objectives, if that doesnt work try ignoring medium objectives to. Im on a dedicated server so i have found out that i dont really need to worry about that warning i have no issues if i go over 80.
  20. chronicledude

    ACRE2 Public Beta Release

    With the full duplex we can all talk all the time witch fixes the problem but makes a new one :P and that is people talking over each other. I guess what we want is halfduplex, say i want to talk to MaHuJa i press ptt speak and he recives, 10 seconds before im done talking, soldia uses the radio to contact me this means i wont hear what hes saying seense im talking to MaHuJa but when i release the ptt button i really want to hear soldia even if it is mid sentence. This did not happen, what soldia said would be lost and he would have to press ptt after i had released my ptt for me to hear him.
  21. chronicledude

    ACRE2 Public Beta Release

    Thank you works like a charm!
  22. chronicledude

    Enhanced Movement

    You my friend just solved a problem for me! Did not know that it was this mod that did that little nasty bug to me where i would fall like a rock from the skies!
  23. chronicledude

    [IceBreakr/IBIS] Isla Duala for A3

    Atleast they work for us im at work now so i cant see the class names but i think it was somthing like AFR_army and MOL_army. Only thing is that they dont have vehicles yet, so they use vanilla arma armor,mrap and so on. I am still really new to digging around inside pbo and config files but i really want to get them to use rhs vehicles instead of the vanilla ones. But so far no luck i found out how to spawn a group with the american apc from rhs but it spawned with an american crew >.< guess i still have some way to go before i get the cfggroups to work like i want. But atleast it has to work somehow seense IceBreaker have gotten them to work with BIS vanilla vehicles! :P
  24. chronicledude

    [IceBreakr/IBIS] Isla Duala for A3

    I have been testing this map for 3 days now with ALiVE no problems so far (exept the bridges, looks like ai dont like em:P). Only problem i have encountered is tons of molatian warriors :P Great map and great work!
  25. chronicledude

    ACRE2 Public Beta Release

    My group only have one little issue with ACRE and it is probably user error :P The thing is that if player 1 speaks and player 2 recives its all ok but if p1 speaks and p2 recives and starts to talk 1 second before p1 is done talking everything p2 says is lost. Maby it is ment to be like that i dont know, i just notice when we use other radio programs it wil just cut out that 1 second then player 2 will be able to talk and everyone will hear it.