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Tuskegee_99th

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Everything posted by Tuskegee_99th

  1. Tuskegee_99th

    Dynamic Combat Generator

    Does anyone have an example, working mission setup on one of the stock terrains, Altis, Stratis, or Tanoa configured for DCG? It might help me figure out how to set this up. Also I'm hoping to deploy this on my groups dedicated server but am unclear where the userconfig\dcg folder should go since, on my dedicated server there is no userconfig folder in the root, but there is a 'config' folder in the root. Any help would be much appreciated.
  2. Tuskegee_99th

    Vehicle Sounds Still ON Even After Blowing Up!

    I've had this happen as well.
  3. Tuskegee_99th

    RHS Escalation (AFRF and USAF)

    I could be wrong but I think GREF are just units that use assests from RHSUSF and RHSAFRF. So any uniforms for GREF come from one of the other two.
  4. You might want to take a look at Loadout Transfer. It's available as a mod or script. With some code in the init line of a box you can specify that players can only select loadouts that you have specified as either mission loudouts, unique to that mission or server loudouts that are unique to your server. You can make it so they cannot load their own loadouts. I believe the author is S. Crowe
  5. Tuskegee_99th

    RH Pistol pack

    I want to second the above, I love these mods. I hope someday you'll get a chance to fix the config errors that the m4/m16 pack has now with the latest release of the game. I don't know if it actually causes any problems but I'm always nervous when I see them. Great mods
  6. Hi shermanderland and Fer, I also am noticing the some of the F3 components don't work so well when using scripts to spawn AI. In particular I've been adding Dynamic AI Creator (DAC) and Enemy Occupation System (EOS) scripts to my groups custom F3 based mission framework. Now, for example, the casualties cap component seems unable to check units/groups created by either script. Also, even simple triggers set to (side) NOT PRESENT seem unable to work properly when using the scripts. I suspect much of this might be the result of the AI spawn scripts not having finished before the checks from F3 are activated. And triggers may be checking before units actually exist yet. I've done the COOP tutorial on the F3 wiki and it works fine. But, of course, that doesn't use any AI spawning scripts. Any thoughts or ideas about how to integrate things like DAC or EOS with F3 from anyone would be greatly appreciated. Thanks.
  7. Tuskegee_99th

    Arma 3 map custom "markers" / "drawings"

    The problem also exists for me with no mods running at all. The first time I double click to place a marker it works (side channel). But if I change channels (global, group, or whatever) then when I double click and type some text and click ok, the marker does not appear. It seems as if it's there but invisible because if I hover the mouse over it my in-game name appears and I can even hit delete and it seems to delete (in-game name no longer appears). But I still can't place any new, visible, marker.
  8. Tuskegee_99th

    Random spawn not working anymore

    This was a bug with this that was fixed by a recent hotfix for stable branch 1.64, works fine for me now.
  9. Tuskegee_99th

    [COOP] Vigilancia Aeternum

    Hey, Thanks again for all the continued progress on this mission. It's the default mission on our groups server. And thanks for incorporating some of my suggestions. Will be playing it this weekend.
  10. I haven't had any trouble running MCC with CBA but I don't use ACE so I don't know if that's the issue.
  11. Tuskegee_99th

    Strango's Random Co-Op Series

    Hi strango, My group has really been enjoying these missions. Any updates or new missions?
  12. Tuskegee_99th

    [MP][COOP] COMBAT ASSAULT - Official Thread

    Just got back to this thread. Our group still plays this mission regularly and still enjoys it very much. I never did get around to trying to port it to different maps, although I have learned alot about mission making in the mean time. Looking forward to what you come up with for the next release. I'm beginning to tire a bit of mission which provide virtual arsenal, players just cannot resist playing around in the arsenal more than playing. One idea might be to incorporate something like s. crowe's Loadout Transfer 2 system and limiting players to only selecting already saved personal, mission, or server loadouts. I'm going to play this mission some over the next few evenings with my group and ask them for other suggestions for changes. Thanks again for the good work.
  13. Tuskegee_99th

    Loadout Transfer 2

    I was just wondering if the script version, via github, is in sync with the mod version. In other words, supports all the same features as 2.1.1 of the mod version?
  14. Tuskegee_99th

    FPS drop when shooting

    I'll test again with some Marksmen DLC guns. Which gun did you use for the video?
  15. Tuskegee_99th

    FPS drop when shooting

    Is that a vanilla gun? doesn't look it to me. How does the test go with a vanilla gun. I'm not having that result at all but I run Arma3 on a decent deskside tower, which, of course, will always be more powerful than a laptop of same generation tech.
  16. Tuskegee_99th

    [COOP] Vigilancia Aeternum

    It was along a paved road, just after entering a hot (red) zone. But it was not that close to any structures, meaning none within immediate visual range. Sorry, probably should have grabbed a shot of the map to show where I was. It happened three times in short succession, I killed the first group of four, within a few seconds three more spawned, killed them, and then two more spawned a few seconds after that.
  17. Tuskegee_99th

    [COOP] Vigilancia Aeternum

    These missions keep getting better and we're really happy to see new maps being added. Just updated our server to 1.64 and tested v0.88 on Tanoa, had enemy ai spawning right in front of me, no more than 20 meters away. The only mods running were CBA_A3, ShackTack UI, and KHlowgrass. Any chance something has changed with this new release of the game that might affect how close the enemy spawn to a player? Thanks, and keep up the great work.
  18. Tuskegee_99th

    [CO-10] Assault on Zargabad 3

    Just put this on my group's server. Looks good so far. I may be missing something but I only see 8 slots for players. The original post seems to indicate 10 slots. Just curious.
  19. Tuskegee_99th

    S.C.A.R -- Enemy Areas-of-Operation

    Sounds very interesting, gonna try it this weekend. I assume for any mission created using these modules the mod needs to be on the hosting server, correct? Also I assume it works on a dedicated server. And, do clients need the mod installed as well? Thanks.
  20. Tuskegee_99th

    Strango's Random Co-Op Series

    I usually test on my local machine by hosting a server before I deploy on our dedicated server. But, if your saying it may behave differently when on a dedicated server I will go ahead and try that later today. I may only be seeing the error messages as the logged in admin anyway. The Patrol mission was one of the ones I was worried about maybe not working. Let me try it on our dedicated server and I'll get back to you, thanks. Update: The missions work fine on our dedicated server
  21. Tuskegee_99th

    Strango's Random Co-Op Series

    Hey strango, I feel like an idiot, I should have noticed that. Looking forward to testing these out. Thanks much for the quick response. Update: So the renaming did the trick and the missions will start now, thanks again. However, I am seeing some Zen framework errors on mission start related to Zen_briefings and Zen_Tasks. So I don't know if the missions are working correctly or not. I did a quick run through of a couple and they seem to spawn enemy units but I'm not sure if task completion would be working correctly. BTW these are very much the kind of missions I've been looking for, for my group. So, please keep up the good work.
  22. Tuskegee_99th

    Strango's Random Co-Op Series

    None of the missions will start when I host a local server on my machine. Haven't tried them on my dedicated server yet. Tried with no mods at all and with just CBA, no luck either way. These were downloaded from the web links. Should have added, The missions show up in the list but when I select one and click play nothing more happens, I never get the slotting screen.
  23. Tuskegee_99th

    Strango's Random Co-Op Series

    Hi Strango, These sound very interesting, looking forward to trying them on my groups server. Is there any way to get them other than Steam?
  24. Thanks so much for the update, great work. I can report that all seems to be working fine on our server so far.
  25. Tuskegee_99th

    [COOP] Vigilancia Aeternum

    This mission just keeps getting better and better. It's now the default mission on my groups server. Question: Does the number of enemy units that spawn at any one time scale based on the number of players on my team? And, if so, could a parameter be added so that we could adjust that scaling?
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