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thebaconjedi

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Everything posted by thebaconjedi

  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. " 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?
  5. 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?
  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.
  16. thebaconjedi

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

    Just wanted to say thanks to the mission makers again for one of the best sandbox missions in ArmA3 :wub: Two of the groups I game with use this as their standard server mission, with a few edits done by yours truly to incorporate mods. Really looking forward to the next update. Got a question I forgot to add earlier, its probably already been asked but after skimming through several pages I can't seem to find the right answer... Is there a way to edit the accuracy of the AI? Some of the people I game with have been having some minor rage issues with insane enemy AI shooting. For example: You enter a building and in the far corner is an enemy soldier laying prone facing away from you, by the time you move your crosshairs the AI has already snapped around and killed you with a headshot. Lowering the accuracy might help reduce this issue, right?
  17. I wonder if the mod makers would have an issue if I were to find someone willing to make new configs in order to update a few of the GEAR packs (for private use within the group I am with of course) ? :huh:
  18. I know all the elitist "armchair warriors" are going to say things like its a milsim and stamina is realistic. But... NEW FLASH! Its a game so please try to bear in mind that there are still some people out there who enjoyed playing ArmA3 for the fun game that it was before this patch turned into something that caused good players to rage quit :unsure: So on to my questions: Is there a way to disable this new stamina system and is there a list of what might be broken or altered by the changes to the game? (regarding existing mods) I've noticed players on the server I game with saying its impossible to make an effective "multirole kit loadout" with this new system without the game performing like Fallout or Skyrim by limiting you to a very slow walking pace if you go just 1 milligram over your load limit. (EG: MX rifle with smoke grenades and a PCML with 1 or 2 rockets and first aid kits). We love playing ArmA and would very much like to continue doing so without having the "ACE mod features" forced upon us. No offense is intended to anyone. I just want to be able to help the people I game with to keep on gaming.
  19. thebaconjedi

    (SMA) Specialist Military Arms

    RE: Low quality (?) textures on the HK 416/417. I've had a look through previous pages of this topic and seen mention of insufficient memory being the issue. I run the game on max graphics setting fine but it makes no difference to these weapons. Is there some command line extension I need to add to my arma.exe to tell it to use more memory or is this an ongoing issue?
  20. thebaconjedi

    (SMA) Specialist Military Arms

    Great mod, love the pew pew quality on everything except the HK416/417 which seems to be very low for some reason (why?). The optics are fantastic too! Please keep up the fine work.
  21. thebaconjedi

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

    Found a fix for my earlier issue, when I changed the commander unit to something else I forgot to alter the script entry. Next question... Is there was way to dismiss AI units or squads (both with and without using zeus) ? For example, after fighting through a few towns the AI are usually out of ammo. If under my direct command it can take a long time to use an ammo crate to reequip them and if spawned for commander only use then there is nothing I can do.
  22. thebaconjedi

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

    Excellent mission -> BIG THANK YOU! One question, with the latest version found on armaholic (v9.11) how do I build full ai squads as the commander? The old button from the build menu has disappeared. Has it been moved some where else? Thanks in advance.
  23. Great concept for a mod. I am having a slight issue and thought I would ask... Using the mod version, I can get the LT menu to come up while near an ammo crate and it works fine for just me but I can not transfer to an AI under my command because it just strips all their gear leaving them practically naked. Is there some trick to it or did I simply miss something? Cheers and keep up the good work.
  24. Hi! Fantastic looking mod work you and your crew have created here. I look forward to seeing further progress. It is also good to see that you have removed the exclusively American markings, no offense to anyone but not every ArmA player wants to be a yank in game :p I would also like to make a request if you don't mind, but if it has already been requested previously I apologise in advance... Could you possibly consider some Australian camouflage schemes in the future? Like DPCU, DPDU and DPNU for example. Thanks in advance and please continue the great work.
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