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thebaconjedi

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About thebaconjedi

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  1. thebaconjedi

    [MP][CTI-COOP] Liberation (beta)

    Been a while since I've last been on here. Was .0924 the final version? Has there been any new developments that I can implement myself? Also possibly a total noob question... Is there some new trick to altering mission parameters on a dedicated server? As admin, I can view them but I can not edit them for some unknown reason. Been trying to wipe the save game to start the mission over. Thanks.
  2. thebaconjedi

    [MP][CTI-COOP] Liberation (beta)

    Updated to 924 version to replace the old 921 that we had been playing on our server. Got another couple of questions though. As the commander, I could delete old purchased AI squads by renaming them to delete. This does not seem to work now, has it been changed? Was there any other changes made in regards to units (friend & foe) what I will need to look out for while editing the available units? Thanks. Still loving this mission!
  3. thebaconjedi

    [MP][CTI-COOP] Liberation (beta)

    Been away from editing this mission for a while, but now I'm back. I am still trying to figure out this charlie foxtrot 3D editor thing and why it can't seem to save a mission intact without the need to import/convert it while losing everything except the mission.sqm. Also trying to figure out why helicopters on the LHD start airborne with their engines running then fall down and either end up disabled or destroyed. Here's the error message giving me a headache: No entry 'mpmissions\__cur_mp.Altis\description.ext/liberation_deploy/DeployMap.LineMarker' So far I figured out that I need to add some line to the description.ext but have yet to figure out what that line is. Any help would be appreciated. Also any other advice on this confusing map editor thing would really help me along. I miss the old 2D editor already. Thanks.
  4. thebaconjedi

    Annoying Error Message Since Apex

    Ok... So any advice on how I can rectify that issue? What line do I need to add and where?
  5. " No entry 'mpmission\__cur_mp.Altis\description.ext/liberation_deploy/DeployMap.LineMarker' " Happens in most customised missions made before apex came along. Any idea how to fix it?
  6. thebaconjedi

    RHS Escalation (AFRF and USAF)

    You were certainly right about the lists not being categorised :huh: Thanks.
  7. thebaconjedi

    RHS Escalation (AFRF and USAF)

    Thanks for that link, but its not got all the classnames. Sorry, I should have been more specific. I am looking for items/vests/headgear/uniforms in addition to weapons/magazines/vehicles. The reason being to blacklist OPFOR items in a BLUFOR mission to reduce confusion among players.
  8. thebaconjedi

    RHS Escalation (AFRF and USAF)

    Where can I find all the classnames for RHS stuff ? I'm editing a mission and don't have the patience to acquire them the old fashioned way any more. Thanks.
  9. thebaconjedi

    [MP][CTI-COOP] Liberation (beta)

    Regarding the vehicle repairing with other vehicles issue, the 2 groups that I game with have also experienced this problem. I believe it may be a bug introduced by the 160 patch because we tested vehicle on vehicle repairing in the editor with BIS content only and still could not get it to function. That said, we did not try ramming things with the repair truck. Can anyone else test and confirm this please? -Edit- Someone told me that there was a single command for the BIS Virtual Arsenal that restricted items based on faction, does anyone know if that will work in this Liberation mission? Would be a lot easier then trying to list every individual item I want to restrict.
  10. thebaconjedi

    [MP][CTI-COOP] Liberation (beta)

    Been away for a while and got a new question for 0923. How do I use the arsenal restriction for items like vests and helmets? The restrictions only cover weapons, magazines, items and backpacks? Or am I reading wrong? Or are vests and helmets classified as items? The idea being to remove access to OPFOR stuff from the arsenal (we use RHS which spams way too much stuff in the arsenal). Thanks in advance.
  11. We were having a game session using mods, our vehicle lost a wheel to enemy fire and the vehicle seemed to be unrepairable with another vehicle such as a HEMMT or Bobcat. However, an infantry engineer could still partially repair the vehicle as usual. To test this further, I ran ArmA3 again WITHOUT mods. Using BIS content I shot the wheel off a Hunter then tried to use both the HEMTT Repair and Bobcat to repair it without success. Strangely an infantry engineer could still do a normal partial repair. Is this a known bug or have I discovered something new?
  12. thebaconjedi

    RHS Escalation (AFRF and USAF)

    Not sure if its more of a question or a request or a bit of both. But... Are there any plans to alter the "black hole" pouch on your SPC vests? Perhaps downscaling or moving the dump pouch. As it is the pouch clips with any slung launcher which just looks wrong, though I'm sure you get the idea. Looking forward to the next update.
  13. thebaconjedi

    RHS Escalation (AFRF and USAF)

    Hi guys. Got a couple of questions. Due to popular demand with the group I game with, I am trying to make a pseudo C&C themed mission edit using RHS USF for GDI and Snow Tigers for NOD (along with some other stuff) for this weekend. This is my first time using RHS USF, hence the questions and the apology in advance in case these questions have already been answered. (Using version 0.4.0.1) We use Virtual Arsenal, are there any non-functional and or WIP items that I should avoid using in the mission? Will I need to add anything to the mission init/sqf/etc in order to activate any exclusive mod functions? (EG: RHS-GAME OPTIONS) Are the AT Launchers and other guided missiles (Hellfire/Maverick/etc) only functional against RHS mod units? After a few quick tests they seem to only scratch the paint on anything else. The Range Finders and Spotting scope issue an error message about something being missing and using BIS content instead (?) Also the KAC SR-25 variants issue an error message about missing textures (which I believe to be the icon in your inventory when adding attachments). Maybe I am missing something, please let me know. Thanks for the good looking mod and also appreciate any helpful replies ;)
  14. Hi guys. Apologies in advance if posted in the wrong spot ^_^ There are several good but old gear (uniform/vest/backpack/headgear) mods out there that were never updated with up to date stats (ballistic protection/explosive resistance/load/weight) . My question is what would be required to update such mods? I am assuming it would primarily be a config edit of some sort but I have no idea what I am looking for as I am still learning the basics. In case anyone was wondering, such edits would be for private use only unless adequate permissions could be acquired for sharing (etc). Thanks in advance for any assistance.
  15. thebaconjedi

    (SMA) Specialist Military Arms

    Just wanted to say thanks for a great mod. Two of the groups I game with use these weapons on their servers and everyone loves the functioning eotech/magnifier optics. Really looking forward to seeing the next update with the new toys mentioned.
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