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regiregi22

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Everything posted by regiregi22

  1. regiregi22

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

    What are the things that seems abnormal to you while using ASR? Not that I have examined it at the detail, but I have noticed obvious behaviours like machingunners using supression while in cover.
  2. regiregi22

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

    Just download ASR and load it as you'd do with any other addon. Load it both on the server and the clients. Don't expect nothing "to happen", as it will just change the combat behaviuour of the AI.
  3. regiregi22

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

    ACE3 is not very compatible with the revive system (when revived, your leg stays broken, so you can't run). So we just disable the revive system and just use the advanced medical system from ACE3.
  4. regiregi22

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

    Those are the lines to be added. Be careful the last line of the array doesn't have a coma, otherwise the mission wouldn't work: ["MELB_H6M",0,100,30], ["MELB_AH6M_L",0,150,30], ["MELB_AH6M_M",0,150,30], ["MELB_AH6M_H",0,150,30], ["MELB_MH6M",0,150,30], ["LWIRCM_MELB",0,100,30], ["M134x2_MELB",0,150,30], ["M134_R_MELB",0,120,30], ["GAU19_MELB",0,130,30], ["M260_MELB",0,130,30], ["Laserdesignator_MELB",0,100,30], It is already, we use it. But you will have to edit the mission if other than ACE3 default settings are desired (e.g. advanced medical system enabled). Asking for it to be added as a parameter would be too much, so I will be glad if you could confirm me that only changing line 19 in "\scripts\server\battlegroup\random_battlegroups.sqf" file would do the trick. Thanks :-)
  5. regiregi22

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

    Would you be so kind of uploading it? So to avoid to do the same redundant work. In the meanwhile, I am working in an Iron front version. Could be interesting to see Liberation from a WWII point of view. Stay tuned.
  6. regiregi22

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

    Hello zbug, how are you doing? I will be very interested in doing a full RHS version, only including elements from this addon. But I would like to wait for the 1.0 version, so to not have to review the code again and again. Is it expected to change some code from the 0.921 version to the 1.0 version in relation to the classnames files? Anyway, I have a question for you regarding enemy attacks. From time to time, we receive attacks to our bases, but they are very sporadic. We feel that we would like to have more enemy pressure, not so regarding reinforcements when we are attacking a town (this amount feels just right), but: -Increased amount and frecuency of enemy attacks to our bases -Increased amount of enemy patrols. It is quite difficult to encounter them while traveling. I have revised the code but it is still not clear to me where to tune-up those numbers. Are they related to the parameter CSAT aggresivity? Thank you very much, Best regards
  7. regiregi22

    Real Armor Mod

    So let me make it clear. Sorry if I had to make you explain it once again. I use both Vanilla and RHS armored vehicles (along with ACE3). AFAK RHS already has RAM on it, so actually that makes it incompatible with vanilla weapons and armoured vehicles. So for it to work fine, you only have to use Vanilla assets with Vanilla assets, and the same with RHS assets. Not mixing them. That's easy to grasp. But what about adding RAM on top of that? As it is stated on its Armaholic page: "Who is it for? Anybody, but it's especially recommended to those who use both RHS and other mod or stock content together" What I understand from this is that @RAM addon would give Vanilla assets the required modifications to make them compatible with RHS. What I don't really get is the meaning of the paragraph I quoted from you. Am I able to properly mix RHS and vanilla assets if adding @RAM on top of that?
  8. regiregi22

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

    zbug, You've got some PM regarding the spanish translation. Best regards
  9. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    That was my point, if there was any sense in just wearing the enemy while not conquering any terrain. Thanks.
  10. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    Is the amount of enemy infantry and vehicles fixed? I mean, let's say we start the mission and AAF has 50 tanks. Can we expect to last only 30 in the whole island if we blew up 20 of them?
  11. regiregi22

    [SP/CO8] A 3 - Antistasi Altis.

    Are Headless clients supported?
  12. regiregi22

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

    Thank you, will try it with HC (never tried it until now, all missions I've done had only a few IA units). After some hours playing it, the people I play with noticed there's no reward or interest in trying to recover not-armed vehicles and helicopters, like transport trucks or some big helis. It's easier for them to destroy and re-spawn them, or just leave them on the battlefield. Even more if they are damaged, while the point there should be to force them to carry a repair vehicle to it. It's like we have an infinite source of them. Could be very interesting to add another ammo-like number, but it could be named spare parts for example, or whatever. Only the very basic vehicles like quads are totally free. That would aid in people caring about their vehicles! On another side of things, I noticed you already had french and german translations. Contact me if you want the spanish one to be done. Best regards
  13. regiregi22

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

    Thank you! Any news regarding HC support?
  14. regiregi22

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

    Sorry for that if may havew been asked before. Can I just update the mission while maintaining the current savegame? I am coming from v0.917. Any known compatibility issues? Anyway, congratulations for the great mission you have made. Most awesome enviroment I have ever played on the ArmA series. Best regards
  15. A quick question regarding the AtragMX, what is the default zero distance for the M200 Intervention? Is isn't 100m, anybody knows how much is it exactly? I actually have to adjust something around +0.5 mils. Thank you
  16. Are there any news regarding this bug/feature?
  17. Is there any up-to-date mission to test the mod?
  18. regiregi22

    BMR Insurgency

    Since some days running this excellent mission on a dedicated server, I would like to restart it. The problem is that I would like to be able to save the current progress, so that after the restart we could continue conquering the whole map. Is it possible in any way? Thanks
  19. For which gun and ammo is the RCO's reticle calibrated for? Is therea ny way to adjust them to any caliber and muzzle velocity?
  20. I have exactly that same problem, so mortars on ACE3 without a ballistic computer are useless atm.
  21. Just out of curiosity, why would you like to have it on the Workshop?
  22. regiregi22

    RHS Escalation (AFRF and USAF)

    Yep sir, indeed that is.In both 0.3.7 and ACE3: "weap_m240_base" In 0.3.8: "rhs_weap_m240_base"
  23. regiregi22

    RHS Escalation (AFRF and USAF)

    I have the same problem, I can't see the M240 when I load ACE3 with the compatibility module :(
  24. Could you please point us to the thread?Thanks for the hard work, keep it going!
  25. Just a quick question. I have had the server running for a whole day with WLA CO-24, and after lots of automated saved games, I had to restart it. After loading the mission again, it starts just from the beginning. How can I load the previous savegame?
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