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4-325Ranger

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About 4-325Ranger

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  1. 4-325Ranger

    The Kunduz Insurgency AIS [SP/MP Coop-14]

    Thank you for your interest. Click link at the top of the thread or go to workshop for ACE version. There will be no CUP or any other mod version. I have no interest or time to dedicate to such endeavours these days. You are most welcome to de-PBO any of my Steam missions to create your own versions.
  2. 4-325Ranger

    The Kunduz Insurgency AIS [SP/MP Coop-14]

    Updated mission on steam workshop read notes for changes. Works on dedi again!
  3. 4-325Ranger

    =ATM= Airdrop [A3] - Beta

    @strider42 Your changes definitely make the airdrop function work again!!! However the backpack never switches back to unit's backpack, just remains a parachute. Any ideas? @strider42 thanks for the quick reply message!
  4. 4-325Ranger

    The Kunduz Insurgency AIS [SP/MP Coop-14]

    Mission still works just fine in local MP server, however there is a mod update issue in the mission on dedi. Getting .model errors from RHS. It'll take some time which I don't have much of these days. I'll post an update to the mission in Steam when its working on dedicated server again.
  5. 4-325Ranger

    The Kunduz Insurgency AIS [SP/MP Coop-14]

    @sebastianare, I just ran the mission from Steam on local MP with no issues. I won't be able to load the mods back to my server until this weekend to give it a server check. In the meantime here is my -mod command line (your mod folder names may differ): @CBA_A3;@ALiVE;@SpyderAddons;@3CB_BAF_Equipment;@3CB_BAF_Units;@3CB_BAF_Vehicles;@3CB_BAF_Weapons;@RKSL_Attachments;@6x6AllTerrainVehicle;@RHSAFRF;@RHSUSAF;@ProjectOPFOR;@task_force_radio;@Kunduz_FixedDoors; I've had issues with mod load order in the past with other missions so give this a try and make sure you don't have a corrupted mission file. I'll post back when I get around to server testing.
  6. 4-325Ranger

    [MP] [COOP 1-8] Silent Thunder Parts 1 And 2

    Congrats on the new release Odd, and thanks for link, will be checking this out!
  7. 4-325Ranger

    C2 -Command And Control

    For squad member AI AT to fire; look at target through gun sight or binos, select AT guy by F keys, then by default hold H key while looking at target, line up the diamond target marker, and release the H key. Pretty sure you can rebind other than H if you want. For focus group see this vid
  8. 4-325Ranger

    F-16 Falcon CAS Module

    This reminds me alot of JW Custom's old CASFS script (which still works btw) only in a mod. Very nice work ANZACSAS Steven, the effects look great, thanks for sharing this!
  9. Taro, Congrats on the mod release! Are you going to release on Steam?
  10. 4-325Ranger

    Released![MP][WarFighter] Liberation

    Glad to see you back in action. I remember back when you were working on the static line paradrop. Looks like you've brought the project a long way. Cheers!
  11. Johnnyboy, Congrats on this release! Looking to be a game changer for sure bro.
  12. 4-325Ranger

    GPS panel tweaks

    Taro, nice job that is a huge improvement on both!
  13. OFG Unit Loadouts Steam Link: OFG Unit Loadouts on Steam This pack of units/factions is intended for making Blufor AI, or Blufor player slots. Uses of this pack: 1. Spawned Blufor AI units, such as ALiVE and KP Liberation missions, or other spawning script/mods. 2. Editor placed Blufor AI units/factions. 3. Player slot units (particularly useful to save on Barbie dress up time in MP setups). ]Further Customization: Although not part of the required items, if you wish to override these loadouts to add/remove anything, you will also need to load the ALiVE mod. You don't have to have any modules present, just have the mod running with the required items. If you run ALiVE for this purpose: In the editor, select a unit, go to the Object:States section and check the box "Override ALiVE ORBAT Loadout", click OK. Then, right click on the unit and select Edit Loadout, make your changes and click OK.All of the units have suppressed weapons by default, so use of the override may be useful if you wish to change this or anything else. *Note: I play without stamina. The Javelin and Stinger specialists are a bit heavy. When spawned, they will move at overload pace and so will any other unit behind them in group order. When placing these as AI factions in the editor, or scripting to be spawned, you will have to add this line of code to your init.sqf file in your mission folder and then all will be well with spawned AI pacing: [ ] spawn { while {true} do { { _x enableStamina false } foreach allunits; sleep 20; }; }; These units are by design "special ops" type units. Included factions: OFG Units Dark-R NAC (Faction name: OFG_D_UNITS_NAC) OFG Units Camo-R NAC (Faction name: OFG_C_UNITS_NAC) OFG Units Desert-R NAC (Faction name: OFG_L_UNITS_NAC) OFG Units Rat Patrol NAC (Faction name: OFG_RP_UNITS_NAC) Full unit/group/faction classnames file available in the mod folder. Of course, these are by no means intended to represent actual TO&E units, just for Arma entertainment! Many thanks to all of the mod makers represented in this work: CBA_A3 75th Ranger Regiment L3-GPNVG18 Panoramic Night Vision RHSUSAF task_force_radio I am not the owner or creator of any uniform, weapon, equipment etc. model in this work (except 3 left shoulder unit patches) The "spec ops" left shoulder units patches are the only original work presented. I've felt these were missing either in scale, or correctness so I made them. Enjoy! For the unit patches, you are free to use with your units, creations etc... whether you give me credit or not! Just go play Arma!!! These loadouts have been tested in both local and dedicated server missions.To see them in action, link to any of these modified KP Liberation Missions available at these Steam Links: Lythium Liberation AIS Takistan Liberation AIS Al Rayak Liberation AIS Malden Liberation AIS More packs with different weapon mods possibly in the works... Pics:
  14. 4-325Ranger

    GF Missions Script

    George, Thanks for this update and your continued contributions to the arma community!
  15. 4-325Ranger

    The Kunduz Insurgency AIS [SP/MP Coop-14]

    @Godis_1 It's not SpyderAddons. I changed out the recruitment to Bon Recruits via script. When the recruited AI spawn, regardless of recruitment mod/script, they give that "out of ammo", "running low" etc... But they aren't out, they do have ammo. Spawn them in, then go in each unit using Zeus, check their loadouts and you'll see a basic load of ammo in each. Spawn in enemy AI via Zeus and they fire back. I took a squad out for almost 2 hours tonight that all said "out" or "low" when first recruited. No issues after spawning; no more ammo notifications after 2 hours of off and on contact. I also removed all voice action via enableSentences in the init.sqf, but it's not really practical. If you're playing SP, the wounded notifications and call outs are useful, at least I think so. So I added it back. The only other thing I found was some older posts about this issue related to AI spawned in with pistols and the AI complaining about being low because they only have one spare magazine. I found this to be the case when recruiting AI and checking their loadouts. I tried a couple things via Extended_Init_Eventhandlers (the only way I know how to add code to spawned AI init fields), but nothing really worked. Could be a 3CB thing, but I didn't find anything to support that. If you figure something else out let me know and I'll try it. I'm working on other projects these days, but would certainly like to fix these kinds of things on existing missions. Thanks.
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