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Posts posted by realthing
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with ACE version 3.7.0.6
show this error:
It seems no longer work
I confirm that problem...
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Hello, Toadie2k! Thanks for the fantastic addon!
Can you tell me, please, what are the names for the lootspawn of your last MG's addon? For example like these:
"hlc_rifle_akm",
"hlc_rifle_rpk",
"hlc_rifle_bcmjack",
"hlc_rifle_Bushmaster300",
"hlc_rifle_falosw"
Thanks for your answer! Cheers!
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hlc_rhs_compat_ak.pbo seems to break RHS magazines. The RHS AKM won't load standard RHS 7.62x39mm magazines with this .pbo loaded.
The same problem here also.
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You are testing the demo mission in Single Player Editor? Here no loot will actually spawn. I have tested it.
I have no idea why this is so. :unsure:
Try it in Muptiplayer editor. Here it works.
To should be found in every house Loot the parameter 'Her_L_LootPresence' are set to 100 percent. (File: Her_Survive_Loot.sqf)
Thanks a lot, heros! :)
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Thanks for the great addon!
Please tell me what i have to do in demo mission to spawn loot in buildings?
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You can get an older version on github, see first post.
Thank you, R3vo! I just checked version on Github and downloaded it but can not find Addons folder there. So i will be waiting patiently for your new updated version of 3den Enhanced without this error with player. I don't want to disturb you.
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Works fine on my end, just tested.
Can anyone else confirm the issue or give me exact steps to reproduce?
I confirm this error. It happens only at all old missions created earlier than a new version of 3den Enhanced. :( The main player only stands and looks from side to side with no reaction on pressing any keys. New created missions are working well. I mean all my previous missions in editor are broken now...
Maybe you have a previous version of 3den Enhanced, because i have deleted my old version?
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Realthing,
In the meantime, to make it work like before, add this to all playable unit's init lines, depending on what side they should have control over (West, East or Guer). I'll update the module so that it's not required to place the groups module. If no groups module is placed, the commanders will get control of all groups on their side.
["ALL_WEST",true] call AIC_fnc_showCommandControl; --- or --- ["ALL_EAST",true] call AIC_fnc_showCommandControl; --- or --- ["ALL_GUER",true] call AIC_fnc_showCommandControl;
Or, if you want something really neat, you can make an object that gives you command when you pick up the object. Instead of what I wrote above, try this:Try adding this to your init.sqf file, and place a marker called "command_radio_marker" near the playable units:[markerPos "command_radio_marker", [[1,"Take Command","FUNC_takeHC",true,true,false],[2,"Release Command","FUNC_releaseHC",true,false,true]], false, 1] call AIC_fnc_createCommandRadio; FUNC_takeHC = { ["ALL_WEST",true] remoteExec ["AIC_fnc_showCommandControl", _this select 0]; }; FUNC_releaseHC = { ["ALL_WEST",false] remoteExec ["AIC_fnc_showCommandControl", _this select 0]; };
Once you start the mission, you should see an object on the ground at the marker's position. Walk over to it and pick it up via the action menu. Once you've picked it up, you should see the command controls on the map. You can transfer ownership by dropping and having someone else pick up the object.
Thank you, mate! This is great option! Well done!
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I suppose there will always be a conflict between flexibility vs ease of use. Not quite sure how it would work but perhaps there's a way to have it so when the module is present, it works as it does at present, and without, it works as it did before? I definitely prefer the module version but I have a different set of criteria for my missions than others will!
Yes, i agree with you. Maybe better with module but without a lot of syncronizations only module placing. Because it is so very nice to have a possibility in Single Player when any member of any group could take over command. I think it would be perfect!
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Ok, I've got this working with the editor modules now - published on steam and github (v0.4)
In the example above, two playable units on each side have been setup as commanders. Both units on the same side will see the same command map (and can see each other's changes). Each commander will be in control of two AI groups. Make sure all modules and units are synchronized together. Only one unit from each AI group needs to be synchronized to the Advanced AI Command - Groups module.
Is this converting to module-based really better? In my opinion previous version without syncronizing a lot of groups with a lot of commanders worked easier or even any member of any group could take over command. And now it's more complicate and need much more time to start playing big missions. What do you think?
I have deleted previous version and now very sorry about that. :( Maybe you have this last version before module-based release or wher i can download older version? Thanks!
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Guys, sorry! But i can't find link on a new verison r19 of MCC on the first page of this thread or even link on new beta version... Could you help me?
Do you mean this link maybe? https://www.dropbox.com/s/cbpinx8knu5fw42/%40mcc_sandbox.rar
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Updated mod v0.10 available at withSIX. Download now by clicking:
Why it is not on Armaholic? I see a lot of new mods, but Armaholic is silent for a long time since March 25...
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Hi, realthing!
If you already had a init.sqf into your mission folder you will need to copy the content of init.sqf of aegis_surrender and paste into the init.sqf of your mission. If your mission doesn't have a init.sqf you will need to extract its contents into your mission root directory. But remember, you must approach to enemy in stealth mode. To test if the script is working properly you can enable the debug mode on START block of aegis_surrender.fsm file.
Thank you, Collumbus!
I think i understood. :)
Best regards,
Alex
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Hi, Haleks!
Thanks for the great mod! I only wanted to ask you - is it possible to play your mod with 1-3 of my friends as one team on LAN multiplayer? Thanks!
p.s. Sorry, i have read only now your post about multiplayer for the next update. I will be waiting for this! :)
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Hi, Collumbus!
I have extracted its content into my sp mission root directory and started the game. But nothing happened. Enemy units are killing me every time when i standing close behind of their back... What i have to do? I have CBA and ACE3. Maybe i need to do something with init line also? Thanks
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How can I make it work with modded weapons?
Get "...spawnLoot.sqf, line 46 [...] Error Undefined variable in expression: _magazineclass"
and "...spawnLoot.sqf, line 35 [...] Error Undefined variable in expression: _magazineclass"
Using CUP and RHS
BangaBob, Thank you for your fantastic and simple script! I only have the same question about modded weapons.
Best regards!
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Hmm, I wonder in MCC there are options to change the accuracy of AI units. Is this a global feature that overwrites settings? For example if I give a sniper a high accuracy with EDEN will MCC overwrite it?
Yes, interesting question! I think YES. But it is better to hear an answer straight from developers of MCC :)
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Hello, Reyhard!
Thank you for your great mod! And i have one question.
Do you plan to make Lada Niva or maybe port it from DayZ Standalone? It looks pretty good there.
Thank you for your respond!
Best Regards!
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Hey Realthing,
could you please send me that message of your error about Dagger Scopes + ACE?
I can´t open it in the forums, so I have no idea about how to fix it.
Thank you!
Hi, QuickDagger! Of course!
"Error file z\ace\addons\common\functions\fnc_changeprojectiledirection.sqf, line 21"
Do you need a printscreen maybe? Just say me!
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Hi to all!
I have such message on black background after firing with any weapon:
Error file z\ace\addons\common\functions\fnc_changeprojectiledirection.sqf, line 21
Others are working well.
I found what was the problem. The problem is Dagger Scopes Mod for ACE. Without it ACE works correctly.
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Hi to all!
I have such message on black background after firing with any weapon:
Error file z\ace\addons\common\functions\fnc_changeprojectiledirection.sqf, line 21
Others are working well.
Ravage
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
I saw only some error popups (medical system) with current new version of ACE3.