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Percipio

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About Percipio

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    Australia

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  1. Percipio

    Cold War Rearmed III

    Hello W0lle, I am seeking permission to use your CWR III addon Mod content to make a new faction using the ALiVE orbat creator. I am modifying config files to provide more equipment to individual soldiers and modifying groups only for my server. Thank You.
  2. Hello HCPOOKIE, I am seeking permission to use your addon Mod content to make a new faction using the ALiVE orbat creator? I am modifying config files to provide more equipment to individual soldiers and modifying groups only for my server. Thank You.
  3. Percipio

    Zee Identity Pack

    Hi, I'm just updating my mods to 2020 versions after a long break from ARMA3. I'm just wondering if this mod is still being updated or has been ported elsewhere? I really liked the original concept but last time I ran it - there were problems with the LODs. i.e. the character model was replaced by a running vest when the character was a bit further away than close range. Has that been fixed? I hope this mod is still getting some love. Regards,
  4. Seems like I am not the only one checking almost daily for an ace update, haha....
  5. Hi, is there any current tutorial for setting up VCOMai MOD on a server? Thanks.
  6. Percipio

    Ravage

    Hi, first thanks for Ravage mod. I just downloaded Ravage mod for a look in the editor. Enjoying the mod so far. Just wondering of the mod developer has any plans to make Ravage mod compatible with @KSS Kurt's Survival System? Similarly to how Ravage is compatible with RHS, CUP, Iron Front, etc Thanks.
  7. Hi Flinty, thanks for your comment. At the risk of going off topic, I still use playwithsix since about 2014 til now, and I find it stable if not completely intuitive, mainly because I prefer to have the option of managing the mod versions. I do not get any download throttles, and there is a vast collection of mods up there. I have only downloaded a small number of mods through the steam workshop and those were hidden in files in the Arma directory in Steam. So in short I just find playwithsix easier and more convenient so that I can manage my mods separately from Arma. Thanks again.
  8. Thanks for reply crazy mike, Is this mod indexed with ALiVE mod to allow functioning ALiVE Military Placement Modules? I am guessing by your previous response that all (or many} buildings are enterable, cheers haha. Just another question, are there any plans to put this mod on playwithsix?
  9. I am looking forward to seeing this map. I was just wondering if this map is compatible with ALiVE mod, Open Chernarus Project and Jbad? Also is there any chance of a non-apocalypse version so AIs can drive on roads? Thanks.
  10. Hi All, Thanks a lot anfo, for this great thread. I will use these ideas and advice to see if I can get the FPS up from 12-18 client side on my modded server. Cheers,
  11. Hi All, Firstly, thanks for the C2 mod. Since the CBA and ACE 3 update where Ace3 modules are now in the CBA menu, I cannot see the keybinds dropdown menu for C2. in the Options>Controls>configure addons, I can see the ALIVE controls and the CBA accessory functions but not C2. So I cannot modify the keybinds for C2. Is anyone else having this problem? Is there a solution? Edit: I was trying to open C2 keybinds menu in the Editor but it can only be opened from within the game. So problem solved! Thanks for reading.
  12. Percipio

    Ai Skill Settings?

    Hi All, Thanks terox for that informative post. So if I create and add to mission folder: AI.sqf class CfgAISkill { aimingAccuracy[] = {0,0.2,1,0.9}; aimingShake[] = {0,0,1,1}; aimingSpeed[] = {0,0.2,1,0.6}; endurance[] = {0,0,1,1}; spotDistance[] = {0,0.2,1,0.45}; spotTime[] = {0,0,1,0.55}; courage[] = {0,0,1,1}; reloadSpeed[] = {0,0,1,1}; commanding[] = {0,0,1,1}; general[] = {0,0,1,1}; }; Then do: [] execVM "AI.sqf"; //AI SKILL in Init.sqf Will this assign skills based on the unit skill slider (and the above values) in Zeus or the editor, to all AIs? Thanks.
  13. Hi All, I didn't understand this script, then I had a scotch and ginger ale and it all became clear. Thanks again.
  14. Hi All, Thanks xjoker_ for your reply and your script. So if I wanted to do say Bandage x5 and Morphine x2, Would the script look like this... { for "_i" from 1 to 5 do { _x addItemToUniform "ACE_fieldDressing"}; for "_i" from 1 to 2 do { _x addItemToUniform "ACE_morphine"; }; } foreach allUnits; Thanks
  15. HI All, I have a quick question. Everyone (players and AI) in Chernarus knows that there is going to be a big fight but ALiVE mod only gives AI units one bandage and one morphine each. So, I want to add a loadout.sqf to my mission file. The purpose of the loadout is to add 4x basic bandages and 4x morphine syringes to all units spawning (ALIVE mod) all factions only at the beginning of the scenario. My loadout.sqf looks like this: forEach allUnits; {_x for "_i" from 1 to 4 do addItemToUniform "ACE_fieldDressing";}; {_x for "_i" from 1 to 4 do addItemToUniform "ACE_morphine";}; Added: call compile preprocessFileLineNumbers "loadout.sqf"; to init.sqf I could be barking up the wrong tree but I have not written a script before and perhaps could use some help for this one. I am using latest version of ACE3 and ALiVE mods among others. Please help with this loadout.sqf script. Thanks
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