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chronicledude

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Posts posted by chronicledude


  1. I wanted to start a poll but for what ever reason I can't really find a way to do so... so here is my question:

     

    How many of you would/are using JSRS alongside with RHS Escalation? How many of you would like to have JSRS sounds made for RHS? Like specific sounds for the mod, not just JSRS sounds from the MX or Katiba placed on M4 and AK or what ever, I mean real designed sounds back from ArmA2 JSRS 1.5 to RHS, but modernized of course.

     

    Yesterday Yokhanan and I had a long call while talking about RHS and I tried it for the mod for the first time and found how good it actually was. As we were discussing the situation that DragonFyre 2.5 is about to be released and finished, I would like to concentrate on RHS sounds. So I started making just 4 weapons yesterday, the M4, M16, M249 and M240 to begin with, and we both agreed that I should continue to cover the whole mod...

     

    It would be an extra for JSRS. Like JSRS3 DragonFyre - RHS Sound Replacements.

     

    Let me know what you think about this :)

     

    LJ

    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:

    Quote Originally Posted by ChronicleDude View Post

    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.

    Yo!

    So I just did an asymmetric threesome and it was working beautifully. Mind taking factions which have groups defined (at least under infantry).

    So what I had was

    MIL Placement OPF_F <sync> AI Commander Occupation OPF_F <sync> MIL Logistics (occupying Western Altis without NorthWestern part)

    MIL Placement BLU_F <sync> AI Commander Invasion BLU_F <sync> MIL Logistics (Eastern Altis, invading OPF_F)

    MIL Placement IND_F <sync> AI Commander Asymmetric IND_F <sync> CQB and IED module (NorthWestern Altis, invading OPF_F, hostile to all)

    amb civs additionally, hostile to INDEP.

    Working as intended, Reinforcements were requested and delivered after about half an hour beeing in the battle, asymmetric AI commander terrorized the shite out of the OPF held zones.

    what is the issue specifically?

    It now works with vanilla and RHS! Thank you!:yay::yay::bounce3:


  3. Yo!

    So I just did an asymmetric threesome and it was working beautifully. Mind taking factions which have groups defined (at least under infantry).

    So what I had was

    MIL Placement OPF_F <sync> AI Commander Occupation OPF_F <sync> MIL Logistics (occupying Western Altis without NorthWestern part)

    MIL Placement BLU_F <sync> AI Commander Invasion BLU_F <sync> MIL Logistics (Eastern Altis, invading OPF_F)

    MIL Placement IND_F <sync> AI Commander Asymmetric IND_F <sync> CQB and IED module (NorthWestern Altis, invading OPF_F, hostile to all)

    amb civs additionally, hostile to INDEP.

    Working as intended, Reinforcements were requested and delivered after about half an hour beeing in the battle, asymmetric AI commander terrorized the shite out of the OPF held zones.

    what is the issue specifically?

    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. 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.


  5. If that's the case how can you tell where the areas are? the disappear and you no longer have intel to where they are, surely there some code that keeps them their until a state change?

    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.


  6. 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

    To test a standard logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML.sqf"

    To test a airdrop logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_AIRDROP.sqf"

    To test a heli insert logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_HELI_INSERT.sqf"

    Any clues anyone? I really hope to keep playing with RHS vanilla can't even come close.

    Any answers is really appreciated ;)

    ChronicleDude.

    Both of the above issues are most likely to do with the addon configs, which sadly we can't do anything about on our side. Often quite simple things like the spelling being different to BIS standards (mechanised instead of mechanized for example) will prevent the groups being detected properly. Not sure why RHS aren't using logistics though, since the units spawn with all the other modules fine.
    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

    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:

    MoHBsc4.png

    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.


  7. Both of the above issues are most likely to do with the addon configs, which sadly we can't do anything about on our side. Often quite simple things like the spelling being different to BIS standards (mechanised instead of mechanized for example) will prevent the groups being detected properly. Not sure why RHS aren't using logistics though, since the units spawn with all the other modules fine.

    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


  8. 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

    To test a standard logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML.sqf"

    To test a airdrop logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_AIRDROP.sqf"

    To test a heli insert logcom request: execVM "\x\alive\addons\mil_logistics\tests\test_ML_HELI_INSERT.sqf"

    Any clues anyone? I really hope to keep playing with RHS vanilla can't even come close.

    Any answers is really appreciated ;)

    ChronicleDude.


  9. You just need ALiVE Required, ALiVE Data module (with perf mon enabled).

    Ensure your server name on War Room doesn't have any special chars in the name.

    Also check your RPT for perfmon messages to ensure the module is actually working.

    EDIT: OK I can see we have data for you, there's a bug with the chart for some reason for your server. Will take a look and fix. Thanks for the report

    EDIT: FIXED!

    Sorry for the late reply!

    Works like a charm now! Thank you :)


  10. 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?


  11. First of all, you are using too high faction coefficients. They multiply the skill values, like this:

    Say you have a unit classified as level 4 - regular grunt. From your config we can see that spotting would get set, if we'd ignore the faction coefficient, to values between 0.25 and 0.45. Now let's consider a faction coefficient of 5. Results in setskill assigning values from 1 to 2.25 ! You should not set skills larger than 1, that may cause unexpected results.

    Another problem is that 1.40 is bugged because when you apply a value to a subskill it gets applied to all other subskills so here because spotting are set last, you end up with spotting values applied for everything due to the bug.

    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


  12. I too can wait. But please tell, at least how to return the sound of shooting from all launchers (RPG-42,Titan,PCML) of DragonFyre?

    These sounds disappeared for me, despite the fact that BIS did not change this sounds for vanilla.

    Disable all mods, if that wont work reinstall the game. That will fix it.


  13. Hey there Alive guys.....when i run the Sabotage mission, i receive a message on mission start along the lines of "there are 116 objectives in this opcom instance...try lowering to 80 for performance reasons".......any idea what this means and how i go about lowering the objective count?:confused:

    Thanks.

    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.


  14. Nothing in his text indicates he expects full duplex.

    It does solve his problem, and there is a user error involved (in half duplex usage), but it sounds like there's a bug in there too.

    The timeline:

    T0 - P1 starts TX

    T1 - P2 starts TX

    T2 - P1 stops TX

    At this point P1 should be able to RX P2. His post indicates this does not happen.

    T1 should not happen before T2 in proper half-duplex use, so this is a typical did-not-test-this bug triggered by user error.

    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.


  15. The term is Duplex Ability and more details are written here: http://en.wikipedia.org/wiki/Radiotelephone

    As the majority of all military radios don't have a Full-Duplex mode, this is simulated in ACRE2 as well.

    If you want to enable Full Duplex, you can simply setup your mission with:

    [true] call acre_api_fnc_setFullDuplex;

    Further information can be retrieved from our API documentation: http://acre.idi-systems.com/api/api_general.html#acre_api_fnc_setFullDuplex

    Thank you works like a charm!


  16. so my problem still exists :(

    whenever a player is free falling from a halo drop and moves in any direction , they get instantly killed with the mod enabled ;( once the deploy the parachute it seems okay , but during free fall they will just die if they try and steer. Any ideas?

    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!


  17. Are the Afrene or Molatian factions setup for ALIVE? What are the faction classnames?

    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


  18. 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.

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