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Tuskegee_99th

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Everything posted by Tuskegee_99th

  1. Tuskegee_99th

    Logitech sound bug

    Yeah this seems to be a USB audio device problem with 64bit Arma for me.
  2. Ah, ok, that makes sense. I'll give them a try with more players, thanks.
  3. Tuskegee_99th

    Logitech sound bug

    I don't think the issue you're talking about has anything to do with Logitech. It's a problem with the 64bit version of Arma ever since the 64bit version was released.
  4. Hi Zen, Getting back to learning this framework. The included sample missions don't seem to work for me. I import them into Eden, make no changes and then export them to multiplayer but when I run them not much seems to happen other than me spawning in at the start point. Any ideas?
  5. Hi shay_gman, Thanks so much for the update, and the mod in general, it's great. The settings issue I mentioned earlier is still exists. In fact, none of the settings stay set except the general mission settings. UI, GAIA, Role Selection etc. none of other settings remain set the way you select. Once you enter the settings from the MCC interface you can make changes but if you then exit the UI and return the settings will not have stayed the way you set them. Hope that's clear.
  6. Fantastic! we are really looking forward to using, looks great. good work.
  7. Hi wsxcgy, So I just tried this mod on our dedicated server but the signature check does not pass and we get kicked. In the past I've found that the fix is usually that the mod needs to be repacked with the current tools and resigned.I use verifySignatures = 2; on the server.
  8. No worries, and thanks. Looking forward to starting to use this on our server.
  9. Wow, this is one dead thread lately. Can anyone tell me what the 'Unmute Clients' setting does? I'm looking for an option to allow group members to join Teamspeak and talk to those of us who are in game. Thanks.
  10. Hi wsxcgy, Great job on this mod. Armaholic actually seems to be updated at this point, at least it says 2.0. Any idea how long for Steam Workshop? I'm just asking because some of the folks in my group can't seem to manage manual installation of mods, lol.
  11. Yes, definitely still using this and love it. It would be awesome to see new work being done on it. Please do and good to see you around.
  12. In this latest version of MCC the UI settings do not remain set. All selections are checked initially and if you uncheck the ones you don't want and then click ok, when you return to the settings again they are all checked again, and the feature is actually on again. This is the case both using the UI settings module placed in the map or just using the main MCC UI.
  13. I got it from the workshop and It's the latest version.
  14. Is development of this framework still on going? Haven't seen much from the team lately.
  15. Tuskegee_99th

    [MP][COOP] COMBAT ASSAULT - Official Thread

    So I imported the mission into the Eden editor and exporting to multiplayer. I ran the mission via a locally hosted server. The paradrop function does not seem to work correctly now with the new base unpack system. With the base unpacked or not, paradrop just returns you to the location of the truck or unpacked base. I will say that I like having the mission files because I can set the default parameters the way our group likes them. So I hope you don't mind continuing to provide the unpacked mission folder in the future.
  16. I won't speak for the developers of the fantastic framework. But, I can tell you that when developing missions using the F3 framework the loadout scrips make it much easier to make global changes to the loadouts. For example let's say you outfitted most of your units with an M16A4 from RHS and now you'd like to replace that rifle for all units with the M4A1. That can be done with one quick class name edit and all the units that had an M16A4 now have an M4A1. Another example would be globally changing the amount of ammunition being carried. I could probably think of lot's of others.
  17. Tuskegee_99th

    [MP][COOP] COMBAT ASSAULT - Official Thread

    Putting it on my groups server right now. We will test this evening and the next couple of days and I'll get you some feedback. Just noticed that this is the mission folder, no .pbo. I'm ok with loading it into the editor myself and exporting it. But wondered did you mean to do that?
  18. Tuskegee_99th

    [MP][COOP] COMBAT ASSAULT - Official Thread

    Hi, We use the ShackTac User Interface which provides a squad radar at the bottom middle of the screen. With it you only see the members of your group. If you alone in your group the radar does not even render. When we start a session of Combat Assault everyone has the ShackTac squad radar at the bottom of there screen with the appropriate group members shown on the radar. Often, but not always, when someone respawns they will either have no squad radar at the bottom of their screen, or if they do no all members of the group they were in are shown, or someone else who was not a member of their original group is on the radar, the later is why we believe that respawn is inadvertently moving players to a different group. I'm sorry, I got the groups menu thing mixed up with another mission where we have the same issue, BattleZone Altis, that mission has the 'groups menu' action item which doesn't seem to work correctly.
  19. I'd love to have a copy of your interface. Always good to have more ideas and things to learn from. Thanks.
  20. Yes, that looks like what I was looking for. Can you tell me where you found that info? Thanks I'd appreciate it.
  21. Hi all, I'm looking for some example code that would hand over to GAIA control over groups that were created by some other AI spawning system, ie. DAC, EOS, or some other scripting framework. In this way I could have randomness in location, size, and number of groups created but get the benefit of GAIA's command intelligence.
  22. Tuskegee_99th

    [MP][COOP] COMBAT ASSAULT - Official Thread

    Hi code34, Just saw this post. I will update my server with this version and my group will play some sessions and I will provide some feedback asap. Actually there are two issues that we have with previous version that I might mention. 1. It seams that on respawn, the mission is, randomly, moving players to different groups and the 'groups menu' action item sometimes does not appear in the list and even when it does it usually doesn't work. 2. We use ACRE2 and often, again on respawn, players have to put their ACRE radio on the ground and pick it back up to regain radio function. I don't know if this is an ACRE issue or something to do with how the mission applies the players loadout on respawn. That being said, we still very much enjoy this mission. So, as always, thanks for your great work. Just thought of a third thought. 3. I wonder if it would be possible to have the mission favor towns somewhat when selecting random AO locations. Maybe make this a mission parameter 'favor towns' or not. Wow, ideas just keep popping into my head... 4. How about the idea of not immediately revealing the enemy occupied areas at mission start. So that some sort if recon is needs to happen in order to locate the enemy. Maybe only reveal the objective markers where there are specific objectives. Or don't reveal anything until a player is with some distance from one of the occupied sectors, and only then reveal that group of sectors and objectives.
  23. Have a look at Dynamic Combat Ops by the same author. I'm pretty sure it is set up for 12 players.
  24. Tuskegee_99th

    Loadout Transfer 2

    I very much wish this mod had a feature whereby, in missions (not made by me) which provide 'virtual arsenal' it could intercept that and provide only Loadout Transfer features. That way people wouldn't be tempted to screw around in the arsenal all day long prepping for a missions. And might provide some load out control as well to prevent 'everyone wants to be a sniper' or 'one man army' loadouts.
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