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regiregi22

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Posts posted by regiregi22


  1. 1 hour ago, regiregi22 said:

    Hello guys,

     

    I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla?

     

    Edit: I just recorded a couple of videos with and without ACE:

     

    Without ACE:

     

    With ACE (same effect disregarding side of impact):

     

    Thank you,

    Best regards

     

    After some more testing, I've discovered it's because a Cookoff setting. When set as "Disabled" or as "Player only" the vehicle explodes on one hit. When set as "Players and AI", it doesn't explode even after a dozen of hits:

     

    c6pZelo.png
     

    Explodes:

    ace_cookoff_enable = 0

    ace_cookoff_enable = 1

     

    Don't explode:

    ace_cookoff_enable = 2

     

    Don't know if it's a bug or it's intended behaviour... which should be quite strange.

     

    Best regards

     

     

    • Thanks 2

  2. Hello guys,

     

    I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla?

     

    Edit: I just recorded a couple of videos with and without ACE:

     

    Without ACE:

     

    With ACE (same effect disregarding side of impact):

     

    Thank you,

    Best regards


  3. On 6/17/2019 at 3:02 PM, Grenadier ITF said:

    I confirm the no longer compatibility. Updates aren't there?

     

    Sorry for the delay. The standard Mk6 mortar is still compatible, as always has been.

     

    The issue here is related to RHS mortar compatibility. This was brought by this addon, which is not under development anymore.
    http://www.armaholic.com/page.php?id=30042


  4. I have a question regarding the AtragMX and the bore-to-scope height. Let's say I am using the M200 Intervention and the LRPS optic:

     

    LPRS:

    ACE_ScopeHeightAboveRail = 4.0;

     

    M200:

    This has not defined the " ACE_RailHeightAboveBore", so I assume it is used the default defined as:
    case 0: { _railHeightAboveBore = 2.0; }; // Rifle

     

    On the AtragMX gunlist Bore height value (default value 3.81), do I have to put in 6cm (4+2)?

     

    Thank you, best regards


  5. Recently, I have noticed that the only compatible artillery piece with the ACE advanced mortar system is the vanilla MK6. I don't know is ruPal compatibility patch is still supported, but the last tested I have done show that they are not working with the advanced system.


  6. I already changed that part, that was easy. That just makes the Russians you spawn not shoot you. Now I need to edit the people that spawn on Base Chimera.

     

    I just edited the missions.sqm file. I just replaced all the soldier's classnames with the desired ones.

     

    I got a very nice working RHS mission where the russians are the friendly side, USA are the enemies. I may upload it if you are interested.

     

    • Like 1

  7. Hi guys, Im trying to make myself an Iron Front version of this mission.

    I met with a couple of problems right of the bat though,

    I've replaced some units both for me and OPFOR but I can't seem to get them to spawn and I can't buy them from the FOB (still only vanilla units)

    Could someone take a look at my classnames_extension.sqf (http://hastebin.com/abofupecuk.md). Still really new to all this.

    Thank you

     

    This is my heavily modified Iron front version. This is the classnames_extension.sqf, which has a ton of workhours on its own. A very refined version IMO:

     

    http://pastebin.com/aVmqyY5z

     

    And this is the complete mission, ready to play. Of course, the initial respawn point is changed (there are no helicopters in WWII to make the initial flight from the island!). Only thing still not done is the whitelist, so you could be able to pick up an MX rifle. I am not planning to do it, a lot of work for a mission our clan won't play anymore.

     

    Version 2 (Stable and tested):

    http://www77.zippyshare.com/v/WWnRZ2ZG/file.html

     

    I even made a Version 3, with WWII music, removed markers (GPS position on a map 100 years ago?), and some more changes. I haven't tried it yet, but should work OK:

    http://www114.zippyshare.com/v/PGhWDsg4/file.html

     

    • Like 1

  8. We just finished it! It ain't that impossible to achieve once you get patient and know how Antistasi works. We played it coop, between 1 and 6 players depending the time of day. We really enjoyed it, we will come back to it after some time. Maybe we'll try to port it to RHS.

     

    PS. I am part of the clan that had those problems related to saving the mission while the headless client was down. In the end, some mates managed to make it work. Thanks for all your support Barbolani.

     

    mYzeMuC.png


  9. Looking in Scripts/Shared/Classnames I see nothing listed for BLUFOR units.

     

    Cheers!

     

    Take a look at like 183:

    "if ( isNil "elite_vehicles_extension" ) then"

    Delete those units. And remember, for the elite vehicles to properly show up in the map, you must restart the mission.


  10.  

    Hey all, Trying to port RHS mod on Liberation, may i know should i edit only arsenal.sqf ( know that it`s not necessasrly) and classnames_extenstions to add everything what i need to map ? any corrections in mission.sqm ? for example, class addons and addonsauto( i mean add something connected to rhs in that). thanks

    ( For exampe it says for me : Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.

    rhs_c_troops, when i`m changing the type of players to the RHS units. )
     
    P.s I have an idea, to force lock saves in arsenal with vanilia stuff, is it possible ? I can add items to the blacklist, it will be works ?

     

     

    You have to modify the classnames_extensions file for most of it. You have to modify too the missions.sqm if you want to change the main base assets, vehicles and player's slots roles.


  11. Thank you! We are having a great time playing this mission again. I will join your public server one of these days.

     

    As you know, the personal stats are cleared once you die. Is it possible to mantain the stats even if you die? Now we are all ranked "Private", but there are some people that have played for a long time, and we would like it to be counted.


  12. I have a couple of questions, as we have recently started to play Antistasi again.

    -When unloading backpacks with content in them to the ammo box, is it advisable to take the items out of them before? Or are they counted the same way if the objects are inside a backpack or a carrier rig? I have the same question regarding scopes and weapons accesories.

    -How is the HC feature finally implemented? I remember to hear that it was originally intended to work with up to 3 HC instances, one for each faction (which is too much cpu power for our dedi server). Are less IA spawned if less HC are running? We would like to run as much as one HC instance, and keep performaces at reasonable levels at all time. For example, we run a low amount of civilians and set the low FPS option to the maximum 27 level allowed.


  13. Alright, thanks for the answer.

     

    Iam currently running this Mission on a dedicated Server using TADST.

     

    1. Do i Need to go into the Mission files and edit it there, or can i put it somewhere into the starting Parameters?

     

    2. Is the safegame gone after the changes?

     

    1-You can just set it up in the mission parameters when loading the mission. Or you can edit the mission so it becomes the default option.

    2-No.

    • Like 1

  14. Hi guys, I would like to share with you an RHS modification I made. In this case, we are the Russians and the opforces are American.

    It is a VERY modified classname file, I have changed a lot of things in the mission. Very funny and original to play. You can just try it in your current Liberation savegame, and if you don't like it, just revert to the usual mission file you play. Just open the PBO and substitute this file.

    Give it a try.

    http://www80.zippyshare.com/v/5i3oi5so/file.html

    • Like 2

  15. I really really like this Liberation Mission! But i've been running into Problems making this Mission compatible to the ACE3 medic System.

     

    1. Is it even possible? I mean, when you die in the Liberation Mission you get wounded and Need to be revived by a mate with a first aid kit. In ace3, there are no first aid kits.

     

    2. Can you somehow remove the revive thing and make it fully ACE3 compatible? (wounded Body parts, unconscious, etc.)

     

    3. Can you replace the required object to revive someone? For example, to any other object like a ACE3 Bandage or even a Banana ? ;)

     

    You have a mission parameter when loading the mission that allows you to disable the revive mission.

     

    Regarding point 3, yes, it is possible to substitute the object (I used ACE personal aid kit) used to revive. But it doesn't work well mixing the revive and the ace medical system. Sometimes, when you are critical wounded (so much that you die), when you are revived you are not 100% healed, regarding ACE medical system. You get lame and cannot run, and ACE cannot heal it. So being revived and not being able to run defeats the purpose of it.

     

    So my advice is to disable the revive system in the mission parameters, and just use the ace medical system as usual. Or use the revive system, but disable the ace medical system, which is a worst option IMHO (and my community's).

    • Like 1

  16. Hi I have recently been rescripting you're mission to fit the needs of my community, I am curious though about this one issue. We have been unhappy with the performance of our ai, so we installed some ai mods on are server: Asr_ai, GL5. We noticed that the mods had little change, or did not act as they normally do when not played with Liberation.

     

    So to investigate, I opened the liberation folder and found that liberation does have it's own ai skill scripts in the mission. I am curious if this can be deleted to allow optimal performance for our ai mods, or is there another way around this issue?

     

    Any reply is helpful Thank you in advance.

     

    Dude Ride

     

    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.

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