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4-325Ranger

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Everything posted by 4-325Ranger

  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. THE KUNDUZ INSURGENCY AIS [SP/MP Coop-14] by 1-506Ranger STEAM LINK: The Kunduz Insurgency AIS ACE version utilizing ADV - Medical available here: The Kunduz Insurgency ACE The Kunduz Insurgency AIS is optimized for SP with Psycho's AIS revive system. This mission is MP coop ready, but instead of ACE, a number of immersion scripts and AIS make this a much more tolerable Single Player ALiVE insurgency experience as AI will heal the player (if AI teammates are not in direct contact) when you are down. READ THE MAP BRIEFING AND DIARY SECTIONS IN-GAME Features: AIS revive - nothing needed to stabilize and revive , first aid kit/medkit needed to heal smaller injuries. F/A 18 - 25 CAS sorties (JDAM and CBU only) available to Leaders only. FOB West - Independent 81mm mortars will fire at will in support of operations. If you see red smoke in an area of contact, withdraw to a safe distance. ALiVE Combat Support - Transport, CAS, and 1 x 105mm howitzer available for indirect fire support. BAF Ground and Air Service available at both FOBs for rearm and refuel ZLT field repair in effect, toolkit needed after 5 repairs. Troop recruitment available at both FOBs and US OP. SEE STEAM PAGE FOR REQUIRED AND RECOMMENDED CLIENT SIDE MODS Script Credits: *AIS Revive - Psycho *ArmaPhronk - CRS, Earplugs and IR Strobe *johnnyboy - JBOY Combat Up Down *JW Custom - Close Air Support Field System *Neko-Arrow - Mortars *Pokertour - ATM Airdrop *Psycho - AIS Revive *zealot111 - Realistic Field Repair *Quicksilver - QS icons ***Thanks to HeroesandvillainsOS for use of the core content of his ALiVE diaries (edited) - see map in-game for more information
  3. 4-325Ranger

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

    Updated mission on steam workshop read notes for changes. Works on dedi again!
  4. 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!
  5. 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.
  6. 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.
  7. 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!
  8. 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
  9. 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!
  10. Taro, Congrats on the mod release! Are you going to release on Steam?
  11. 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!
  12. Johnnyboy, Congrats on this release! Looking to be a game changer for sure bro.
  13. 4-325Ranger

    GPS panel tweaks

    Taro, nice job that is a huge improvement on both!
  14. 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:
  15. 4-325Ranger

    GF Missions Script

    George, Thanks for this update and your continued contributions to the arma community!
  16. 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.
  17. 4-325Ranger

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

    Thanks GF! Your support is always appreciated.
  18. Hey Psycho, I took the new version from Armaholic and updated a couple of missions I'm working on. I did some testing today and I'm not getting the addaction for "carry" anymore. I know I'm using the updated version because I notice the addition of "AIS_DISABLE_FURTHER_DAMAGE" in the setup file that I didn't have before. My previous version was from March. If I'm missing something please let me know. Thanks for this great script by the way! Found that it is now available once you are in the drag animation.
  19. OPERATION BOLD SWEEP BY 1-506Ranger and JoeBeast STEAM LINK: OPERATION BOLD SWEEP Do you love the Unsung Mod? Then you're going to love this mission on Prei Khmaoch Luong! This mission was inspired by this video: The Stoner Machinegun: A Navy Seal Remembers I've task organized a Seal Team based on LDCR Walsh's descriptions and loosely based the missions off of the operations he describes. Notes for SP/MP: READ THE MAP BRIEFING ADMIN You must play in the Team Leader position. The mission uses AIS Revive. You will have one non-playable AI unit medic that you can order to revive other playable slot AI team members, or Players. All of the playable slot AI will try to revive YOU if you are incapacitated, but it is not a 100% guarantee they will get to you if in contact. The playable slot AI will respawn in place after the revive period of AIS has run out. DO NOT LEAVE any playable slot AI teammates behind as ALL must be present for the final extract...if you make it that far. Also, only the Team Leader and RTO can call for resupply via 0-0 Bravo. HALO to re-enter the battle if needed is via ATM-Airdrop, pick your drop zone carefully, or you will get busted up in the trees and be right back at the respawn having to listen to CSM Grissom - again! To Play in SP: Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Prei Khmaoch Luong) and Mission (OFG_SP_BOLD_SWEEP > Start Known Issue Workaround Arma being Arma, playable slot AI may get stuck in buildings on this map. The Team Leader slot can use Radio 0-0-6 (Golf) to turn ON AI Fast Regroup if AI are more than 50 meters away and stuck. Once regrouped make sure to use Radio 0-0-7 (Foxtrot) turn OFF AI Fast Regroup. SITUATION Enemy Forces: Heavy VC and NVA presence in the AO as they guard the main supply route into the South along the Cambodian border. Expect the enemy to conduct robust patrol operations, man fixed sites, run local intelligence gathering and possible corrdinated attacks on Friendly units. Friendly Forces: USMC and other Seal units are currently operating in the AO. MISSION Sandman, your Seal Team will conduct various special operations in order to interdict all VC and NVA activities in the AO. Operations: *Movement to Contact: React to Near Ambush React to Far Ambush Prepare Hasty Ambush Break Contact React to Indirect Fire *Conduct Raid *Collect Intelligence *Destroy Cache Site *Conduct Link Up operation *Conduct River Boat operation *Conduct Overwatch and Support by Fire *Conduct Demolition operation *Conduct Deliberate Ambush *Perform Resupply *Hasty Extraction Recommended Client Side Mods: Enhanced Soundscape https://steamcommunity.com/sharedfiles/filedetails/?id=825179978 Enhanced Movement https://steamcommunity.com/sharedfiles/filedetails/?id=333310405 No Weapon Sway https://steamcommunity.com/sharedfiles/filedetails/?id=570118882 Scripts: ArmaPhronk - CRS and Earplugs Neko-Arrow - Air Drop, Mortars and Supply Pokertour - ATM Airdrop Psycho - AIS Revive Quicksilver - QS icons Kronzy - UPS Voice Actors from OS Tactical: Scout.ks - Striker Smith - CSM Grisson Papernut - Viking Like - Subscribe on Steam!
  20. 4-325Ranger

    Grimes Simple Revive Script

    Thanks for the reply! Yes! I did consider the first 2 things you mentioned, no vehicles in this mission so not the third one at this time. I did look through a number of old posts and saw you in quite a few asking similar questions back a few years ago. Thanks for the script correction above, however you bring up great points about when the leader is down for that period between being incapacitated and being respawned or healed where an AI mate is the boss. I think I'm going to take the blue pill on this one and climb out of the rabbit hole before I get too deep haha! I do have an initserver.sqf code the kills the AI outright when they die and doesn't deal with them being respawned and rejoined to the group (which is another issue I'ver ran across in my attempts). Probably the direction for now.
  21. 4-325Ranger

    Grimes Simple Revive Script

    Hello Grimes, I'm really enjoying this script. However, I'm having some issues with the AI respawn on a dedicated server mission I'm creating. I want players to respawn at my editor placed respawn position module (which they do when not revived in time), while I want the squad AI (in playable slots) to respawn on the leader. I looked at G_Revive_init.sqf, lines 37-47. I left line 37 like this: G_Squad_Leader_Spawn = false; because I didn't want the players having the option of spawning in on the leader (if they didn't get revived in time of course). For line 43: G_AI_Fixed_Spawn_WEST = "respawn_west_0"; I didn't place the respawn_west_0 marker because I don't want the AI to respawn at a fixed marker far from the action (big map Prei Khmaouch Luong). I did notice the custom execution section at the bottom, specifically line 79: G_Custom_Exec_2 = ""; //File executed when unit is killed (not revivable; unit is officially killed). _killedUnit = _this select 0, and is local. I was thinking this might be a good location to call another .sqf that defines the fix for the above issue, although not sure what that would be. This may not be possible with the script in it's current state, if you have any suggestions please let me know, as I'd like to include your script in the final release of the mission if possible, thanks! *edit So I made the code "spoiler" while also placing a system(invisible) marker: respawn_west_0 on the map. I'd like to test this, although probably incorrect. How do I insert this code into line79 of the G_Revive_init.sqf G_Custom_Exec_2 = ""; //File executed when unit is killed (not revivable; unit is officially killed). _killedUnit = _this select 0, and is local?
  22. OPERATION SLOW SUNRISE by 1-506Ranger and JoeBeast Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1393274510 Mission Information: Want to go for a ride with the Rangers? Here's your chance! This isn't a mission in the classical sense. More of a showcase of the 75th Ranger Regiment v1.1 mod with some of the RHS loadouts I've used in my personal missions. The motivation to create this was the renewed work being done by Siege-A and Company to update this mod (as well as the upcoming UnderSiege Gear & Uniforms). The Ranger teams are programmed to conduct 2 small, lightning-fast type raids, insertion/extraction via little bird with artillery smoke screen, power outage, etc. The playable slots are for a static commander meant to be a placeholder to "watch" the action unfold via Zeus or spectator mode, and playable slots for each team member role - not including the Team Leader whom you will follow. Try out each loadout and just have some fun with it. The mission plays through in about 15 minutes. Want to see this expanded into a full up SP/MP scenario? Post your ideas - you never know, or break open the mission and configure it for larger scale play yourself. Just make sure to give credit to all the mod and script contributors! Although tested on a dedi, this is not meant for MP in its current state, it's really meant for SP via the MP server browser/LAN route: Multiplayer > Server Browser > Host Server > Host=LAN > HOST SERVER || Select Map (Alits) and Mission > Start Known Bugs: About 3/4 of the way through the mission you will get hit with this pop-up: No entry bin\config.bin/RadioProtocolRUS/SentCovering. This little friend crept up right after the Tanks DLC launched and I believe it is due to a conflict with RHS; just click through it and the mission continues. Also, when boarding helicopters, make sure you let your primadonna AI squadmates board first, you will still have a seat, they are just very particular and sometimes don't like to get in if you've already got the "good" seats ;) Mod List (current releases from Steam Workshop as of 6/6/2018): 75th Ranger Regiment Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1171952244 ace Steam http://steamcommunity.com/sharedfiles/filedetails/?id=463939057 ACE Compat - RH Accessories Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1362468389 ACE Compat - RHS Armed Forces of the Russian Federation Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773131200 ACE Compat - RHS United States Armed Forces Steam http://steamcommunity.com/sharedfiles/filedetails/?id=773125288 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 L3-GPNVG18 Panoramic Night Vision Steam http://steamcommunity.com/sharedfiles/filedetails/?id=313041182 RH Accessories v1.06 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1362297234 RHSAFRF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843425103 RHSUSAF Steam http://steamcommunity.com/sharedfiles/filedetails/?id=843577117 Special thanks to all the mod makers and these great script writers: DayZ Medic ArmaPhronk Big Wilk Pirin
  23. 4-325Ranger

    [SP] OPERATION SLOW SUNRISE

    Thanks GF!
  24. 4-325Ranger

    Revive Feedback

    KC Grimes Simple Revive Script: I just tried this last night in his sample mission. Impressive, worked very well with the mission settings, AI revive one another, AI revive player (me) seamlessly. Drag/Carry/Load/Unload integrated. Very easy to manipulate settings if you have not checked out the most recent release.
  25. 4-325Ranger

    JBOY Longboat [Release]

    Thanks for another great script!
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