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Percipio

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Posts posted by Percipio


  1. 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,


  2. 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.


  3. 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. 

    • Like 1

  4. 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.


  5. 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.

     

     


  6. Hi All,

     

    On 1/12/2018 at 5:06 AM, xjoker_ said:

    if you want to add more items later, you can do that 

    
    _loadout = [
    	["ACE_fieldDressing",5],
    	["ACE_morphine",2]
    ];
    
    {
    	_unit = _x;
    	{
    		for "_i" from 1 to (_x select 1) do {
    			_unit addItemToUniform (_x select 0);
    		};
    	} foreach _loadout;
    } foreach allUnits;

     

    I didn't understand this script, then I had a scotch and ginger ale and it all became clear:don11:.

    Thanks again.

     

     

    • Haha 1

  7. 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

     

     


  8. On 7/1/2017 at 11:26 AM, zeealex said:

    Thinking of having a hair day tomorrow... will let you know if anything productive appears. 

    In the meantime, say hi to... uuuh, I haven't found a name for her yet. pitch ideas by all means!

    Created from a new base mesh I bought from Gumroad, she'll obviously have hair at some point...

    screenshot1306_by_zeealex-dbemzue.png

    Hi All, 

     

    She looks like a Robyn. Have you considered red or auburn hair?

     

     

    I have been watching your mod development for some time with keen interest. 
    I always thought that ARMA was missing female characters, I went looking for female character mods and found @zeealex.


    I have tried out @zeealex in such maps as Altis, Tanoa and Chernarus in the editor and on my modded server.

    I use such mods as ace3, ALiVE, CUP, mef, command and control and a few others
    However I noticed that sometimes previously chosen male identities were (randomly?) replaced with female heads, and heads on female bodies were replaced with default male heads.

    This immersion breaking occurence forced me to remove zeealex from my mod set.

    I would like to try zeealex again. SO I was wondering if this happenstance has been fixed or even noticed by any other admins.

    If so, is there a fix?

    Thanks for reading.


  9. 13 hours ago, hcpookie said:

    What is an ALIVE code?

     

     

    Hello,

     

    Please see the ALiVE mod wiki here.

     

     

    The supported factions link.

     

    I was wondering what is the code for this faction (VME_PLA_A3), for example BLU_F is the code for NATO faction.

     

     

     ALiVE mod is an awesome dynamic battlefield generator allowing use of modules in the editor to create detailed factions as well as many functions in game.

     

    Many unit mods have compatibility with ALIVE mod, for example @CUP_UNITS mod has codes for their factions such as CUP_B_USMC is the US Marines, CUP_O_RU is the Russian Federation troops, or CUP_I_NAPA is the "NAPA Chernarus" independent faction.

     

    Thanks.

     


  10. Hi All,

    I have been watching this mod for a long time with great interest.

    I have previously tried massi PLA, but found it not compatible with ALIve (missing units and vehicles).

    According to Armaholic and playwithSix the last update was 2016-7-16.

    I am looking forward to the next update when I will add this to my collection and have a look at it.

    I am using ALiVE, ACE 3, CUP and several other mods.

    Thanks a lot to the China VME.

     

    Cheers, 


  11. Hi All,

    Thanks Devastator_cm.

    I did that and got a modded server running again.


    Using Malden 2035. Mods including: CBA, ACE3, ALive, ARES, CUP weapons, units, and vehicles, CUP_ACE_compatibility, CUP_Vehicles_ACE_compat, SMA, ASM(C2), MEF, and TFR.


    US Marines have taken the ruined military base in the north, and Russian Federated forces hold the Northern Airfield and adjacent military base. Each side has 30 troops programmed into ALIVE Military modules though there are usually far more than that on the ground.

    Its a really interesting mission that usually kicks off around the radio station as US forces move into position and call in some mortar strikes. The US has mortar support (ALiVE programmed with Player Support module) and usually only 2 tanks, while the Russian  Forces have two to four BTR 90s and two tanks and sometimes two helos.


    I play the US CO and command the entire US contingency as well as a squad of 11 AI troops and sometimes pick up a few extras.
    By the time US troops have moved to the RF military base, they have taken around 90% casualties as have the RF forces.
    We have not yet taken the airfield.

    I thought you might be interested.

    Thanks for reading.

    Cheers,


    Quote: "No plan survives contact with the enemy." paraphrased from Helmuth von Moltke the Elder.


  12. Hi All,

    Thanks Mattastic.

     

    I have been using this mod for a while, and really like it.

     

    I use it mainly for the kits and weapons, particularly the USMC M136 AT4. Since it is now reloadable instead of one use.

    Great for a lighter AT system since I use ALiVE and ACE3 AI as team members in my server. I also use CUP units for the US marines, and Russian adversaries.

     

    But, recently, after one of the updates of ARMA 3, using the USMC M136 AT4 causes rubber arms extending perhaps 20 feet into the air.

    Playing both in the editor and on the server, and both for players and AI.

     

    Has anyone else had this (immersion breaking) problem?

     

     

    Any ideas?

    Is there a fix?

     

    Cheers, 


  13. Thanks Bohemia Interactive!

    Ok great, thanks a lot for releasing Malden 2035!

     

     

    I am going to update my mods and build a mission file for this map. 
    (Assuming it works with ALiVE and ACE 3)

     

    Just a question...

    Please, please will there be a BI release for a new version for Chernarus?!?

     

    Does anyone else want to see a new Chernarus map released for ARMA?


    Cheers,


  14. Hi all.

    Please help, I recently reinstalled my ARMA 3 server. Now it always Kicks me.

    In the ARMA multiplayer lobby it tells me that the mods on the server and client don't match.

    Current Mod Set


     (space)-mod=@CBA_A3;@ace3;@ALiVE;@arc_cp;@ares;@sma;@mef;@asm;@task_force_radio

    Mods are all the latest versions from armaholic, except @asm (C2-command and control) downloaded from syncwithSix website.


    I have used WINSCP to put the mods up onto the root directory of the server with the usual format.
    I have put the keys for each mod into the keys directory server-side.

    When I check in WINSCP, the files on the server and client appear to be equal.

     

    The userconfig files for ace and task force radio (before server reinstall) previously were copied into the config file on the server. 

     

    But now with TFR 0.9.13 there is no userconfig file.

    I have put the optional ace3 userconfig "serverconfig.hpp" into the server config inside its own "ACE" file.

     

    I also noticed that all mods are green in the multiplayer lobby except @asm (C2 command and control)

    What am I missing?

    Thanks.

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