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eric963

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Everything posted by eric963

  1. I starting to think this will be my replacement for TADST. I posted a couple issues on your GitHub but just wanted to let you know that this is really looking good.
  2. V1.3 Beta Just got it updated on my server and am getting ready to give it a test but before I forget there is on thing you might want to check. Some of the difficulty settings now have 3 options available. //All options of the Custom preset are set by the engine. The values in config class Options { // Simulation reducedDamage = 0; // Reduced damage (0 = disabled, 1 = enabled) // Situational awareness groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always) friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always) enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always) detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always) commands = 0; // Commands (0 = never, 1 = fade out, 2 = always) waypoints = 0; // Waypoints (0 = never, 1 = fade out, 2 = always) tacticalPing = 0; //Tactical Ping (0 = disabled, 1 = enabled) // Personal awareness weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always) stanceIndicator = 0; // Stance indicator (0 = never, 1 = fade out, 2 = always) staminaBar = 0; // Stamina bar (0 = disabled, 1 = enabled) weaponCrosshair = 0; // Weapon crosshair (0 = disabled, 1 = enabled) visionAid = 0; // Vision aid (0 = disabled, 1 = enabled) // View thirdPersonView = 0; // 3rd person view (0 = disabled, 1 = enabled) cameraShake = 0; // Camera shake (0 = disabled, 1 = enabled) // Multiplayer scoreTable = 0; // Score table (0 = disabled, 1 = enabled) deathMessages = 0; // Killed by (0 = disabled, 1 = enabled) vonID = 0; // VON ID (0 = disabled, 1 = enabled) // Misc mapContent = 0; // Extended map content (0 = disabled, 1 = enabled) autoReport = 0; // Automatic reporting (0 = disabled, 1 = enabled) multipleSaves = 0; // Multiple saves (0 = disabled, 1 = enabled)
  3. Will update tonight and check out the new features. Thx!!! Sent from my iPhone using Tapatalk
  4. eric963

    [MP] =BTC= Hearts and Minds

    In version 1.17 if I want to up the chances of a particular unit being spawned would I now add it in here btc_type_units = btc_type_units + ["Blabla","moreBlabla"]; Thanks Eric
  5. eric963

    [MP] =BTC= Hearts and Minds

    Nice update. My group will be playing it tonight. Thx!! Sent from my iPhone using Tapatalk
  6. Pretty sure it's every minute Sent from my iPhone using Tapatalk
  7. Good news. Thx. Sent from my iPhone using Tapatalk
  8. eric963

    [MP] =BTC= Hearts and Minds

    Thx for continuing to update this mission. I Sent from my iPhone using Tapatalk
  9. Thanks for the update. My groups really enjoys playing this!!!
  10. Update on kp_loadout V955 - mouse wheel load option appears and functions properly ( previous attempt was operator error. Needed a 2nd vehicle there for the option to appear) but the next time you load the mission the fob is not there and you are placed on a little island. Happens with vanilla or rhs presets. Note: when making the changes you posted the line numbers did not match where you wanted them to be made. V96dev - the insertion line numbers matched your instructions. The load option worked correctly and next session loaded in properly. Would the .96dev version work with our .955 save? Thanks Eric
  11. I'll check my changes again tonight and if I still can't get it to work I'll join discord and share the pbo. Your mission is all my small group like to play now. Can't wait for civilian death penalties, my guy will all have to learn a little fire control. Thanks again!! Sent from my iPhone using Tapatalk
  12. OK, made the changes but still no scroll wheel LOAD option. Below is what works in my basic test mission. Am I missing something else that needs to be set? // CONFIG START // Should loadouts from the arsenal of the player be available? _arsenal_loadouts = false; // Array for predefined loudouts // Format: ["NAME",["ITEM CLASSNAME","ITEM CLASSNAME","ITEM CLASSNAME"]] _predefined_loadouts = [ ["AA Ammo (2)",["rhs_fim92_mag","rhs_fim92_mag"]], ["Jav Ammo(2)",["rhs_fgm148_magazine_AT","rhs_fgm148_magazine_AT"]] ]; // Classnames of objects which should be provide loading functionality // you can leave it empty, if you just want objects where you've written in the init line: this setVariable ["KP_loadout_cargo_object",1]; // if you want to add objects during a mission to the list of objects do: KP_loadout_cargo_objects pushBack X; publicVariable "KP_loadout_cargo_objects"; (X -> the spawned object which you want to add) _object_classnames = [ "rhsusf_M977A4_AMMO_BKIT_usarmy_wd" ]; // CONFIG END
  13. @Wyqer I'm trying to use your kp_load_loadout_cargo.sqf in our kp_liberation mission. I have it working fine in my test mission (have the [] execVM "kp_load_loadout_cargo.sqf" in my init.sqf but when I try to add it to liberation mission the scroll wheel option to LOAD does not appear. Is there a specific place I need to add that ( [] execVM "kp_load_loadout_cargo.sqf)? I am not using the arsenal option. Thanks Eric
  14. From version 1.1 "Fixed copying of keys from key folder (eg RHS used key not keys)." Just to clarify for me, I'm getting an error box: CopyKeysFromModsStipMenuItem_Click _ An exception occurred: Could not find directory 'G:|Games\SteamCMD|steamapps\workshop\content\107410\773759919\keys'. and then I can click OK to contine. Is this what is supposed to happen or should the key be copied from the \key directory? Thanks Again Eric
  15. I reset-up my dedicated server for use with your program and its working great!! I have a question concerning the symbolic link names it uses for the mods... @ACE_Compat_-_RHS_Armed_Forces_of_the_Russian_Federation I already have the mod installed but can I shorten that link name and change the name in the mods.cfg to match and not mess anything up? Thanks Eric
  16. Will give new update a try tonight. Thx!! Sent from my iPhone using Tapatalk
  17. Great news. Will be using your mod tonight with our group. Sent from my iPhone using Tapatalk
  18. Quick question for you guys using this mod. Are the RHS vehicle sounds louder than the vanilla sounds. With vanilla sounds what happens is when we hear the vehicles they are already on top of us. Thanks Eric Sent from my iPhone using Tapatalk
  19. eric963

    ASR AI 3

    Take a look at the 1.0.0 patch notes. I thought that feature was removed. Sent from my iPhone using Tapatalk
  20. No issues here. Played about 5 hours straight with people coming and going. Sent from my iPhone using Tapatalk
  21. eric963

    [MP] =BTC= Hearts and Minds

    Thanks for the quick fix on the destroyed vehicle markers!!! Sent from my iPhone using Tapatalk
  22. Update - Not able to rearm the helicopters - Using ACE (Entire Magazine) you appear to go thru all the rearm motions but the weapons do not appear on the helicopter.
  23. I thought that what might have been what it was. We do use ACE. Thanks
  24. Supply Box [NATO] One of my guys built it but it appears to be empty. What's its it used for? Thanks Eric
  25. We are usually a 3 man team that plays and we use a drone to keep the zone active. Can an empty vehicle also keep a zone active? Sent from my iPhone using Tapatalk
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