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autigergrad

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Everything posted by autigergrad

  1. Yeah I've been tinkering with that. I should have some nice additions in my next update.
  2. Ok, So is there even a need to place NImitz modules anymore? As soon as I place a plane on the deck..it automatically gets the catapult, fuel, etc. options? Which modules still need to be placed and of those, which modules need to be synced to the plane or carrier itself? I think that's the biggest confusion I have as I think I remember someone saying that some modules that needed to be synced in the past..don't need to be now. I hope that makes sense.
  3. Will someone please link me to a template that shows how to set up all of the Hornets on the Carrier to be towed, launched with player pilot, etc.? Also..can I have players launch Hornets and STILL use the ambiance module as well with AI pilots running sorties in conjunction with human players towing, taking off, etc.? Tetet..I think it would be helpful to link several of the types of Nimitz templates in your first post to help folks find the latest tutorials to help utilize all of the Nimitz functionality. Trying to google Nimitz templates, etc. tends to lead to missions that are over 3 years old and obviously outdated. Thanks for all of the great additions. Great stuff.
  4. Hey fellas, Got 3 questions for ya. 1. So it's been a while since I used it, but I am building a US Marine invasion campaign and was going to use the WASP LHD as the initial base of operations for the invasion. However, when I place it in the Eden Editor with any of its loadouts that has default helos, etc., some of the vehicles immediately go flying through the air, start vibrating and moving around on the deck, etc. Is this is a known issue? 2. Also..is there a link to the most up to date "LHD Owner's Manual" that goes over the functions? I have one from a while back and don't know if its up to date. 3, If I spawn an empty WASP in the eden editor...what do I need to do to manually placed vehicles on the deck, storage to put those vehicles in a packed/stored format? Is there a code I need to paste into that vehicle's init in the editor?
  5. autigergrad

    RHS Escalation (AFRF and USAF)

    You can rearm RHS vehicles with ACE. I rearmed a US Marine MRAP last night with more .50 cal ammo using the RHS Ammo Truck. Worked perfectly.
  6. We do a lot of ALiVE persistent campaigns that last quite a long time. The biggest issue we run into is a lack of consistent rearm/refuel/repair zones/facilities that will work with all of the mods we use. Is there a simple script out there that can allow us to create one that will work on any vehicle (ACE compatible, Vanilla, RHS, etc.)?
  7. autigergrad

    Task Force Arrowhead Radio

    Is anyone else having difficulty getting Task Force to stop replacing Unit leader backpacks? I have tried both disabling this feature in the server/user config settings as well as attempting to disable it through the actual TFAR module within the editor. Both ways have been unsuccessful. All friendly AI units that spawn in (using ALiVE), have a backpack at the foot of the unit leader. Is this a known issue? Is there something I'm missing?
  8. autigergrad

    Vcom AI V2.0 - AI Overhaul

    Awesome thanks. Where should this code be pasted into? init.sqf?
  9. autigergrad

    Vcom AI V2.0 - AI Overhaul

    Thanks for this. However, this appears to be code to be used on units that are placed down in the editor. What about units that are spawned in dynamically? So essentially, when using ALiVE, if I want to make sure that all current and future spawned in Helicopters and Aircraft ignore VCOM AI.....how would I do that? Place an event handler in the mission init.sqf? description.ext? I'm not an experienced scripter so pardon me for my ignorance on the matter.
  10. autigergrad

    Vcom AI V2.0 - AI Overhaul

    As I'm not a scripter....where would that code go? The mission init.sqf?
  11. autigergrad

    Vcom AI V2.0 - AI Overhaul

    So after spending about 4 hours testing 2.7 on my server I'd say the major issue our group has with switching over to VCOM right now is the issue with ALiVE Logistics, specifically helos. I know with Combat support choppers, etc. or other initially placed vehicles you can run the "don't use VCOM" code in the init. But ALiVE logistics uses virtually spawned helos, trucks, etc. I don't see how those could have VCOM disabled. Right now...calling in Helo reinforcements in ALiVE with VCOM 2.7 causes some pretty crazy stuff. Helos not landing and I even saw a group of NATO troops on the ground open fire on one of the logistics helos as it spawned in. Other than that..this mod is amazing. But that's a pretty big issue right now if a group uses ALiVE.
  12. autigergrad

    Vcom AI V2.0 - AI Overhaul

    The best aspect of this mod is the AI's ability to use static weapon packs and to call in artillery strikes. I don't think any other AI mod or vanilla offer that, which eliminates a huge portion of enemy fighting effectiveness if they never use their support. Kudos! Is there a steam workshop version of this mod available?
  13. Thanks Lesh. That fixed it. One other thing..... When I enable flight operations.... I noticed that I'm still hearing the sounds of takeoffs/landings, etc. even when myself and my unit are off the carrier and on another part of the map. Is this a known issue?
  14. I just redownload Lesh to make sure, I also have the latest CBA. Here is what is occuring. Note: The tractor will drive over to the catapult...the Hornet starts up its engine...then the Hornet warps over to the catapult and takes off. The only part of this that doesn't seem to be working is this part..the actual animation of the plane being towed over to the catapult.
  15. Outstanding stuff So quick question.... I was playing around with the ambiance module and enabled the ambient flight takeoffs and landings. Very very cool stuff..except the the towing tractor won't tow the jet. The elevator goes down..it grabs a jet..comes up...the tractor backs up to the plane...a message pops up in bottom left that says "can't tow" then the tractor drives like it is towing the plane....the plane then warps over to the catapult...and launches off the carrier. Is there something I'm doing wrong? I have Lesh's towing, Peral airfield logistics, F-18 all enabled. Everything works except the "can't tow" animation part.
  16. autigergrad

    Spyder Addons

    Yup, I can't get any custom Civ faction I create to work with Spyder's Civ interaction module. Default alive Civ actions work fine though.
  17. autigergrad

    EricJ Release thread

    One more thing about the Taliban... I noticed that the civilian faction, for some reason, doesn't seem to work with Spyderblack's SpyderAddons Civilian interaction module. I mentioned it to Spyder but thought I'd mention it to you as well Eric. I get no option to interact with the Civs when I walk up to them. When I switch to another civ faction I get the option. Spyder mentioned it might be something in the Civ config. I don't even know if you're familiar with Spyderaddons Eric, but again, thought I'd mention it.
  18. Paradise Lost Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=779880434 The Syndikat Regime has ruled with an iron fist over the Tanoan Islands for years. Now, with the world clamoring for an end to the atrocities, British Forces have launched an invasion of the Island chain in an attempt to crush the regime and bring freedom back to the Tanoan people. For those unfamiliar with my style...this is a long term, persistent multiplayer campaign designed to be utilized with the outstanding ALiVE war room. It is best played with a dedicated server to save progress, however you can absolutely play this campaign on your own as well and have a blast. Some features include: -Headless Client Support -Zeus functionality built in -Vehicle spawners, Troop spawners, and Virtual Arsenals -Multiple Respawn points -ACE interaction and vehicle repair -IEDs, roadside bombs -Full combat support that includes Chinook Transports, Apache CAS Choppers, and Harrier attack aircraft -A full logistics suite to include Air drops, sling loading, troop supply columns. -CUSTOMIZED FACTIONS: A beefed up Syndikat force that includes Tanks, APCs, Patrol Boats, Helos, and Attack Aircraft! A Tropical British Army faction that includes 3CB, CUP, Burnes, and Beazly's British Assets combined into one fully functioning army. -The entire suite of ALiVE features. (www.alivemod.com/wiki) -Full persistence using a dedicated server and the ALiVE War Room Mods needed available on Steam Workshop ACE ALiVE CBA CUP Core CUP Units CUP Weapons CUP Vehicles Spyder Addons *ACE CUP Compatibility Vehicles *ACE CUP Compatibility Weapons *Not required but highly recommended since ACE is utilized Mods needed that are NOT available on Steam Workshop are listed below Custom Faction Configs (Note: These can be used in Non-ALiVE missions as well) Tropical Climate British Forces https://drive.google.com/open?id=0B8iD_7EZwkBhcVVEdFdvTWZlOFk Syndikat Army https://drive.google.com/open?id=0B8iD_7EZwkBhT19Wcmo5SUlFRW8 3CB BAF Units http://www.armaholic.com/page.php?id=27201 3CB BAF Weapons http://www.armaholic.com/page.php?id=28645 3CB BAF Equipment http://www.armaholic.com/page.php?id=29033 3CB BAF Vehicles http://www.armaholic.com/page.php?id=27203 Beazly's MAN Truck Retextures http://www.mediafire.com/download/5555d75cq2b4vyo/%40bzly_mantrucks%282%29.zip Burnes Foxhound Vehicle Burnes Husky Vehicle
  19. Yeah, that was my thought as well. But I typically have the spawn distance at 1000+ meters so they shouldn't be spawning in during a firefight. It was on Tanoa so that also could be it. It's not "horrible" but it happens every now and then. I'm like you in that I have a small but active group of 10-15 guys. Most likely it's a combination of the mods like you said. I'd love to see Robalo incorporate the traits from this mod into ASR proper. Really nice stuff.
  20. autigergrad

    [ALiVE, COOP 25, SP] Brother's Keeper

    You need to select it from the MP menu, yes. You can play it in MP as much as you want. To save your progress, you'll need to use a dedicated server for persistence. Easiest way to do that is to use TADST to create a temporary dedi on your own computer whenever you play.
  21. autigergrad

    [ALiVE, COOP 25, SP] Brother's Keeper

    ORBAT faction link updated
  22. autigergrad

    [ALiVE, COOP 25, SP] Brother's Keeper

    Big update today: More British Vehicles added to the mix with the Foxhound, Husky, and MAN Trucks for logistics and support. I also included my custom faction config that now combines all British assets into one unique faction. This is a HUGE help in regards to utilizing the ALiVE commander tablet and being able to call in reinforcements as well as utilizing existing British forces on the battlefield. As always, I hope you enjoy my campaign.
  23. So I put this on our dedicated server this week. Thought I would give some feedback. -Very nice additions. Love the fact that the AI will really run for cover and get down when under fire in a very realistic "I'm gonna die" fashion. -One issue we have had is when we added this mod, some folks, including myself, started experiencing some "hiccuping", stuttering frames. Anyone else experience this? Great stuff besides that!
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